I've never tried it before myself, but you might also want to consider the Trizbort automapper.
johnphoenix wrote:Is learning Inform 7's natural English language programing system really any worse or better (vice versa) than learning Adrift?
SweetWeeter wrote:This was my next question, since I was referred to Inform to write my text games, but my question goes a bit further... can my text game be submitted to the Adrift bb for submission if written under Inform? - not that I've quite maneuvered thru it yet, but could it be accepted under the Inform structure, or is the bb only for Adrift. Haven't had time to tackle the Inform structure yet, and am debating Adrift vs Inform. Still contemplating which is SIMPLER to structure. open to info/advice?
my mind never stops-my brain can hardly keep up-my body's about to give up!
5. ADRIFT costs for the full version. Inform 7 is free.
ADRIFT is now free: http://www.adrift.co/forum/viewtopic.php?f=3&t=7276.
Dejaduo wrote:In Inform 7, I've coded sections that LOOKED like they were correct, but sometimes what seemed like a simple issue prevented it from compiling. In some cases I've written code EXACTLY like the documentation says and it still had an error. I call those "docubugs".
Dejaduo wrote:3. ADRIFT uses a special file format that only it can read. If you ever have a strange bug stomp on your game or a hard disk issue, you could lose weeks of work because you can't easily retrieve your file. You have to make regular backups.
Dejaduo wrote:4. The learning curve for Inform 7 and ADRIFT 4 is similar. You can produce a new, working game with either product relatively quickly, but complex tasks do take some learning to accomplish. For really advanced programming I suppose the learning curve for Inform 7 might be slightly more, but it's heavily documented and there is a sizable support community. There is not substantial documentation for ADRIFT 5 yet, it's wholly new.
Dejaduo wrote:6. Every once in a while there are specific things you want to do and maybe ADRIFT doesn't do it, or it seems overly difficult to accomplish. Inform is extremely flexible. In fact, the standard library for Inform 7 is written in Inform 7, if you want to go and look at the code so you can easily override certain behaviors, that's really simple to do. Oh, a nod to Quest 5 on this, they are doing the same thing.
Dejaduo wrote:7. Want to write your game on a Mac? Linux? Windows? You can in Inform. Want to run your game online so anyone can see it without downloading a runner? You can in inform using Parchment or other products. Campbell has promised a linux version of ADRIFT 5 but the only web runners for ADRIFT games in the past have been written by third parties. Inform's included Parchment is very elegant. To me the ability to run the game in a browser is the killer app. In fact the only reason I tried Quest is they've had that ability since 2007, and the new beta of Quest 5 even lets you embed media files within the browser-based game. I hope Inform adds that soon.
Dejaduo wrote:8. Community. I know this is a stupid reason, but games written in Inform are just overall more accepted than games written in ADRIFT or Quest. Sure you can get ADRIFT users to play your ADRIFT games, but a lot of people out there are playing games on their linux or mac boxes and won't try to jump through hoops to play your games. Not to mention a lot of people hear the word "ADRIFT" and think about guess-the-verb games from the older version.
David Whyld wrote:Dejaduo wrote:In Inform 7, I've coded sections that LOOKED like they were correct, but sometimes what seemed like a simple issue prevented it from compiling. In some cases I've written code EXACTLY like the documentation says and it still had an error. I call those "docubugs".
Hmmm... I had that problem in Inform 7 as well. Spent ages poring over my code and driving myself crazy trying to figure why it wasn't working when it was identical to the example in the manual. I think that sort of thing is what ultimately put me off Inform.
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