Relevant options get added to the potential choices
I do this. I call it “command to choice elevation”. It applies to things you could type as actual commands that are obvious and useful enough to be made into choices as well. Not to spoilers, obviously.
The purpose is to reduce pointless typing of commands. The feature can be disabled in the settings for those who don’t like it.
Well strictly speaking it doesn’t because this is from something I’m still developing. The game has a bit of a joke through it. When you meet a new character, they ask your name. You can tell them, or they assign you a silly one.
The recent Spring Things have had several choice/parser hybrid experiments, probably most notably The Box from last year (as far as being a true hybrid), but others that have been choice-based but with a parser feel are The Bones of Rosalinda and The Mamertine.
I’ve just updated Parchment with some substantial improvements for mobile browsers. In general they should now be scrolling sensibly after each turn, with the keyboard staying up unless the turn’s update is too long to be displayed with the virtual keyboard up.
Chrome seem to have no intention to fix the annoying password bar being shown above the virtual keyboard, but I found a workaround (use a one line <textarea>!)
And @pieartsy will be happy that the keyboard no longer flashes after each turn in Firefox.
Thanks for reviving this interesting topic, Allen!
I plan to submit my IFComp 2024 contribution also for Android. So from my experiences I could share some of my humble insights:
making font size customizable is crucial. There is no such thing than a optimal font size for mobile devices. Tablet and smartphone are very different.
make Line spacing configurable. So everyone has the chance to find the ideal compromise between “more text on the screen” and “enough space to touch something”.
using voice input minimizes typing. Today’s devices are very good with voice recognition, and younger people in particular are used to dictating something by voice.
mobile devices have another behavior for savegames. It’s crucial that the game is saved once the app becomes a background task. Because you never can be sure that some kind of system activity kills your app/browser/whatever.
I’ve already gained some experience with my game, and I’m noticing how the list of things that work differently than on the PC is getting longer and longer.
By the way, I’m still looking for people who would like to beta test “The Master’s Lair” (Just send me a PN)
I’ve always liked the idea of playing parser games on my phone, but never the reality. It’s just never comfortable for me. The tiny screen size drives me nuts; I feel like I’m playing a game on the other side of a keyhole. I find virtual keyboards slow and difficult to use without making constant typos. I think they’re made for people with much thinner fingers than mine. Another (probably insurmountable) problem is that as I’ve gotten older, I need reading glasses for small text. I’ve never gotten comfortable wearing glasses for a long time and only tolerate them for work. For playing games I absolutely do not want to wear them. On a PC monitor I can increase the font size to not need my glasses, but on a phone if I do that, I’m lucky to read a sentence or two without scrolling and other nonsense that I do not want to deal with.
On today’s smartphone resolutions there is a bit more space than for one or two sentences (Still too little, without question). For illustration I attached 3 views from my current game, with small, medium and big font size. The left one is too small, the font in the screenshot on the right would be too big for me personally (hopefully I can say that about myself for a long time to come). The middle view fits perfectly for me, and there’s still enough room for text.
(Phone is a standard Xiaomi whatever)
Personally, I found IF on my smartphone uncomfortable until I realized that voice input works well for me. I wouldn’t have any fun with a virtual keyboard. (I’m also super slow there. My children laugh at me every time they see me typing on my smartphone)
Without my glasses, I struggle to read even that status text. The main text is indecipherable. Increase the font and add an on-screen keyboard and suddenly I’m playing a game on a 15x8 terminal that makes a Commodore Vic-20 look luxurious.
The portrait mode is readable, but just small enough to make me strain to make out some bits of text. The landscape mode is fine.
I should add that in addition to needing reading glasses, I suffer from a large amount of eye floaters that have a nasty habit of obscuring bits of text. With small fonts it can mean entire letters or words vanish seemingly at random. It is irritating in the extreme.
It is exhausting. I don’t read dead tree books nearly as much as I used to because of it.
I was always a pretty fast reader, so audio seems very slow by comparison. Also, something about my attention span doesn’t work well with audio - I don’t listen to podcasts or audiobooks because my attention wanders and I have to skip backward a lot.
I agree about your mobile insights. Im also doing mobile IF dev. I don’t have voice input. On mobile, I tend to fallback to choices. I’ll take a look at your game if you like, but I can’t promise much testing as I’m knee deep fixing my own entry.
Regarding lines, I also squash word spacing by a pixel or so. And margins of course. On mobile, you need all you can get. It’s certainly a challenge.