make('a_VN') as 'pseudo_python'

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xavimat
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make('a_VN') as 'pseudo_python'

#1 Post by xavimat » Tue May 07, 2013 1:28 pm

# I was only thinking... Could this work?
# Try to read this as "normal" text:


try:
read('this') as normal_text

init:
learn('python')
think('about_it')
>>> "It seems like English"
thought('Mmmmmm. Interesting...')

try:
write('a_story'):
the_MC = 'a_bot_who_thinks_in_"pseudo"_python'
the_MC_words = 'text_that_looks_like_code'

# FIRST EXAMPLE:
try:
understand('humanity')
Error: 'humanity' not understandable. Try again?
never_mind()

# SECOND EXAMPLE:
love('some_character')
Error: 'love' not defined.
# Defining 'love':
def love(person):
if person is kind:
return Love
if person is not kind:
return Hate
if person == None:
return Solitude

# Of course, that would be difficult to read if the reader hasn't some notion about coding.
# But maybe it could have two levels (asking at the begining of the game): one with explanations
# to make it easier.


What do you think? Can it work?
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Cinto
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Re: make('a_VN') as 'pseudo_python'

#2 Post by Cinto » Tue May 07, 2013 10:13 pm

I think that sounds like an interesting concept.

Not too overused of a plot, and definitely a unique writing style. I'd play it!

But as for the easy level, maybe you could (instead of having explanations implemented every so often) just "dumb down" the code so it resembles actual speech a bit more? I think it'd be kind of distracting to have random bits of technical stuff in the middle of the game.

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xavimat
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Posts: 1458
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Location: Spain
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Re: make('a_VN') as 'pseudo_python'

#3 Post by xavimat » Wed May 08, 2013 9:52 am

thank('Cinto')

I_was_thinking('as you say', 'something "similar" to code'):
not actual_pyhton
that way:
it_resembles('the real speech')
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Rhaier Kingdom A Ren'Py Multiplayer Adventure Visual Novel.
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