[comp.sys.mac.games] What is World Builder?

aperez@caribe.prime.com (Arturo Perez x6739) (06/01/90)

There's this thing called World Builder.  Does anyone out there know what it
is?

Arturo Perez
ComputerVision, a division of Prime
aperez@cvbnet.prime.com
Too much information, like a bullet through my brain -- The Police

norteman@gemvax.enet.dec.com (Karen J. Norteman) (06/04/90)

In article <509@cvbnetPrime.COM>, aperez@caribe.prime.com (Arturo Perez x6739) writes...
>There's this thing called World Builder.  Does anyone out there know what it
>is?
> 
>Arturo Perez

World Builder is a Silicon Beach software product that you can use as a tool 
to build your own adventure games; it's said to have a BASIC-like language.  It
also has a "library" of digitized sounds that you can insert into the games at
certain points, like sword clangs, roars, and sounds of monsters dying.

I believe that some pretty well-known games (such as "Vampire Castle") were
constructed with World Builder.  This is just an opinion: I found the interface
unfriendly, the parser a bit dim, and the games built with it run S-L-O-W-L-Y.
Try it yourself, but I tend to avoid games built with World Builder.

Karen J. Norteman
Digital Equipment Corporation
Maynard, MA
norteman@gemvax.enet.dec.com

sapg0386@uxa.cso.uiuc.edu (06/05/90)

It stinks.  I bought it, but all you get is a little help writting an 
adventure game of the sort where you tell your pupet to move north
south east or west.  The library of sounds is a handful of of buzzes, clanks,
and clangs that you can't even bear to hear the first time.  The language is
totally brain damaged (there is no if-then-else, just if-then).

As for being useful for the purpose it is sold--bah.  Use hypercard 
instead!!!  You have to set up the card to card links yourself in 
hypercard, but being free of the rigid NSEW setup is an advantage!
Likewise, you have to keep track of the location of artifacts using 
global variables--but the freedom is worth it.
It every other aspect world-builder vs hypercard is like a rusted out
1932 Yugo versus a new top of the line Porshe.
With World-Builder you can only write one kind of hackneyed already
over-marketed adventure.  Your screens will look like trash.  The
interface will stink abysmally.

Hypercard has backgrounds  where as WB only has card specific data this means
that WB uses your memory up like a gas guzzler, every picture uses a bundle
of memory.  WB has a handful of pathetic clank sounds.  With hypercard you
can be as sophisticated as you want using xcmds.  At the very least you
can install Macintalk and have something that while far from perfect is light
years ahead of WB so far as souds go.

Save your money.  WB is nothing but a high priced rip-off whose only merit
is a catchy name.

chewy@apple.com (Paul Snively) (06/06/90)

In article <143300004@uxa.cso.uiuc.edu> sapg0386@uxa.cso.uiuc.edu writes:
> It stinks.  I bought it, but all you get is a little help writting an 
> adventure game of the sort where you tell your pupet to move north
> south east or west.

Or up or down.  Bear in mind that until Infocom started shipping their 
stuff, almost _all_ computerized adventures had this "limitation," and 
it's hardly a killer.

> The library of sounds is a handful of of buzzes, clanks,
> and clangs that you can't even bear to hear the first time.

So use your handy MacRecorder and the conversion utility that comes with 
World Builder and record your own!  You are _not_ limited to what's 
provided with World Builder.

> The language is
> totally brain damaged (there is no if-then-else, just if-then).

The language is intentionally simplistic, I'm sure, to allow even a 
non-BASIC programmer to fiddle with creating an adventure.  I have to 
agree, though, that it is overly confining--it might be a case where 
they've oversimplified _so_ much that it's actually _harder_ for a 
non-programmer to use than a slightly fuller-featured language might have 
been.  However, I don't think that the average user is quite up to, say, 
Infocom's Z System, or ICOM Simulation's ISL, in which my co-workers and I 
wrote Deja Vu II: Lost in Las Vegas.

> As for being useful for the purpose it is sold--bah.  Use hypercard 
> instead!!!  You have to set up the card to card links yourself in 
> hypercard, but being free of the rigid NSEW setup is an advantage!
> Likewise, you have to keep track of the location of artifacts using 
> global variables--but the freedom is worth it.

Nonsense.  Any language that forces you to use global variables to keep 
track of data that's actually local to a procedure or object is itself 
brain-damaged, and it just gets worse as your programs get larger.

> With World-Builder you can only write one kind of hackneyed already
> over-marketed adventure.

I'd call this a limitation of the programmer, rather than a limitation of 
World Builder.  Remember the Scott Adams adventures?  Simplistic, 
hackneyed, and over-marketed, they were also incredibly popular and 
successful for a very long time.

> Your screens will look like trash.

Yeah, if you don't get an artist to create them.  You can use either 
objects or bitmaps, so you have pretty much arbitrary graphical control.

> The interface will stink abysmally.

This can be a problem--World Builder's user interface is weird and very 
static.

> Hypercard has backgrounds  where as WB only has card specific data this 
means
> that WB uses your memory up like a gas guzzler, every picture uses a 
bundle
> of memory.

If you use bitmaps all the time, yeah.

> Save your money.  WB is nothing but a high priced rip-off whose only 
merit
> is a catchy name.

I'm not convinced that this is fair, obviously.  HyperCard is certainly 
more general, but suffers annoying limitations of its own.  Then again, 
I'll admit to having been spoiled by ICOM Simulations' game development 
environment, and _it_ has some really excruciating limitations as well.  
There's no such thing as perfection.

Perhaps someone will write something  like a "World Builder" for 
HyperCard, rather than forcing each HyperCard programmer to create their 
game-support system from scratch.

__________________________________________________________________________
                                Paul Snively
                      Macintosh Developer Technical Support
                             Apple Computer, Inc.

chewy@apple.com

Just because I work for Apple Computer, Inc. doesn't mean that I believe 
what they believe, or vice-versa.
__________________________________________________________________________

sapg0386@uxa.cso.uiuc.edu (06/06/90)

I may have been too hard on world builder in one respect.  WB is probably more
efficient than hypercard at storing simple pictures.  As near as I can tell
hypercard stores pictures as either bit images or compressed bit images.  WB
seems to store them as drawing instructions the way that McDraw does.