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TIGSource ForumsDeveloperDesignTime travel, time paradoxes, and an adventure game.
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Author Topic: Time travel, time paradoxes, and an adventure game.  (Read 6572 times)
bigbossSNK
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« Reply #20 on: February 10, 2008, 03:49:24 PM »

Even if the rules or events are produced on the fly, there will always be a decision tree. What changes is the complexity of the tree, not it's existence.
As for programming the game, Inform 7 is very accessible and doesn't have any problem handling anything you mentioned. Give it a try. You should have a decent grasp of it within a week, if you put a small amount of effort in it.
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SplinterOfChaos
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« Reply #21 on: February 10, 2008, 09:25:12 PM »

I did actually try Inform a bit, but I got frustrated by how the tutorial assumed I was fine with the whole the-main-character-always-has-a-compass-in-his-head-or-something convention. Besides which, you need to be able to see your ghosts doing the actions their doing (and even just walking to them) in real time, so it's best if it's not a text adventure.
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