Hugo: Difference between revisions
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Hugo is an abbreviation for the Hugo Interactive Fiction Development System, a freeware [[programming language]] developed for creating IF games by Kent Tessman. Its structure and style of programming is similar to [[Inform]] and [[TADS]], making use of both attribute-setting/clearing and class inheritance in defining objects. It inherits Inform's strong "object tree" structure in dealing with manipulation of objects (e.g., when a mug is being sent to the player, this is written as "move mug to you" ['you' being the chosen label for the player character]), as well as TADS's usage of a pre-defined object classes (such as 'scenery', 'character' and 'attachable') in further defining object behavior. | Hugo is an abbreviation for the Hugo Interactive Fiction Development System, a freeware [[programming language]] developed for creating IF games by Kent Tessman. Its structure and style of programming is similar to [[Inform]] and [[TADS]], making use of both attribute-setting/clearing and class inheritance in defining objects. It inherits Inform's strong "object tree" structure in dealing with manipulation of objects (e.g., when a mug is being sent to the player, this is written as "move mug to you" ['you' being the chosen label for the player character]), as well as TADS's usage of a pre-defined object classes (such as 'scenery', 'character' and 'attachable') in further defining object behavior. | ||
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* [http://www.generalcoffee.com/hugo.html Hugo's homepage] | * [http://www.generalcoffee.com/hugo.html Hugo's homepage] | ||
[[Category:Glossary]] | |||
[[Category:IF development system]] | [[Category:IF development system]] |
Revision as of 12:10, 1 January 2005
Hugo is an abbreviation for the Hugo Interactive Fiction Development System, a freeware programming language developed for creating IF games by Kent Tessman. Its structure and style of programming is similar to Inform and TADS, making use of both attribute-setting/clearing and class inheritance in defining objects. It inherits Inform's strong "object tree" structure in dealing with manipulation of objects (e.g., when a mug is being sent to the player, this is written as "move mug to you" ['you' being the chosen label for the player character]), as well as TADS's usage of a pre-defined object classes (such as 'scenery', 'character' and 'attachable') in further defining object behavior.