IFCOMP 2008
5 Oct 2008 22:12I decided to join the leagues that are going to review the comp games.
I will cut all but the title, not because I'm going to thoroughly describe each game, except for the bits I liked and disliked, but I will go through things I think were well done as well as parts I think were flawed. Numerical rating at the end.
Recently I've been playing with Inform 7. I was scared off by the available programming languages when I first looked into authoring IF back in 2000 or so, but Inform 7 has been pretty interesting so far. I haven't done a game yet - my ideas from college seem dated now, and the other was on a back burner long enough to sound stupid now - but I've done a few rooms and played with some concepts like making a room too cold to enter without the right jacket, so I'm feeling pretty good about someday getting the right idea for it.
That being said, I'm going to try not to do much comparing from a technical standpoint, because I don't feel qualified to do so...although now I can tell when things would have been made easier, and not hard to do, versus things that are real limitations of game design.
I will cut all but the title, not because I'm going to thoroughly describe each game, except for the bits I liked and disliked, but I will go through things I think were well done as well as parts I think were flawed. Numerical rating at the end.
Recently I've been playing with Inform 7. I was scared off by the available programming languages when I first looked into authoring IF back in 2000 or so, but Inform 7 has been pretty interesting so far. I haven't done a game yet - my ideas from college seem dated now, and the other was on a back burner long enough to sound stupid now - but I've done a few rooms and played with some concepts like making a room too cold to enter without the right jacket, so I'm feeling pretty good about someday getting the right idea for it.
That being said, I'm going to try not to do much comparing from a technical standpoint, because I don't feel qualified to do so...although now I can tell when things would have been made easier, and not hard to do, versus things that are real limitations of game design.