How can a a requirement be optional?
Thanks for taking the time to review and feedback 
As written elsewhere I swear as I get older my spelling gets worse!! I did A Level English if you can believe that! 
Reā the point about submission and registration, I thought about a separate deadline and put a week or month between them but then wondered what that would actually do? I would know ahead of submissions deadline whether we had 5 games or 50, but then what happens next is exactly the same I imagine. Again if Iām missing something then yeah let me know and Iāll rethink it.
Cheers
Adam
There canāt, good spot, thanks! One for when I write the final version ![]()
Adam
1.1 At no stage, optional or otherwise, should there be a requirment for peripherals such as joypad, joystick, mouse or other controller to interact with your game
Pretty excited about the comp, but I do disagree with this.
Parser based interaction has come a long way. Having some clicking (i.e. for conversation links) is pretty standard in a lot of modern parser games. What this is saying isnāt āParserCompā which should allow at least some innovation in how parser developed games interact with the audience, but instead itās āSuper Retro-ParserCompā which I think would be a mistake if we want to encourage a wider audience.
Ade
Parser based interaction has come a long way. Having some clicking (i.e. for conversation links) is pretty standard in a lot of modern parser games.
Itās a very good conversation to have. I wasnāt sure how best to write this rule and perhaps thatās why it reads as it does.
My thoughts. We have IFComp which has a very wide remit these days, so to my mind ParserComp really does need to keep it tight in terms of what it is & does. That might actually mean less experimentation which I agree would be a shame but then perhaps those boundary pushing works would be better suited to IFComp? Again, thatās just where my head is at the moment.
That said, clicking on key words and have them do something is entirely ok and I did some research to see how common this is as a function (from which Iām happy to allow this) but it needs to be there in addition to the keyboard text entry and onscreen text output, rather than it being possible to traverse the whole game by clicking on words.
But absolutely yes on top of the base of āusing keyboard to enter what you want to do, and the computer gives you a text description in returnā Iām happy for people to get creative - what this would be I have no idea, but thatās the beauty of boundary pushing. If the answer is āthey canāt because the rule isnāt really allowing itā then Iād refer back to the earlier point that IFComp may be the better option.
Thanks for the support and the feedback!
Adam
āusing keyboard to enter what you want to do, and the computer gives you a text description in returnā
To me, this is important for parser based IF.
Me too, and again I think thatās why we need to be careful and keep things fairly tight for ParserComp. I totally understand that āparsingā in 2021 could mean interpretating a series of mouse clicks but thatās not really what Iām looking to do here. As I said right at the start, think Zork with pictures and sounds and youāre there; clicking on key words on top of that is fine but a game where I can play all the way through with a mouse is more IFComp than ParserComp at time of writing. 
Adam
Hmm, something clicked for me when tundish pointed out this isnāt a game jam. I guess the competitions Iāve entered and enjoyed could all be considered game jams, with their shorter development periods and various constraints? In any case it sounds like this might not be a good thing to enter for someone like me who just has a month or so to devote to a game and doesnāt really want to compete with games that could have six months or more of dev time. I still look forward to playing the games though!
it sounds like this might not be a good thing to enter for someone like me who just has a month or so to devote to a game and doesnāt really want to compete with games that could have six months or more of dev time. I still look forward to playing the games though!
No problem, thereās plenty of great Jams around now too so maybe they would be a better fit. No problem at all!
If people can find the time to play and cast their votes that would be great. ![]()
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Adam
I totally understand that āparsingā in 2021 could mean interpretating a series of mouse clicks but thatās not really what Iām looking to do here.
As this is a parser comp, the submitted games should definitely be controlled by typing commands. However, when it comes to conversation with NPCs, it is very common that when you talk to a character, you get a numbered menu. You can then type ā1ā or "2 orā¦etcā¦
Typing a number isnāt really parsing either, but I guess that should be allowed. But if the conversation interface hasnāt been developed for typing numbers during conversation yet, only mouse clicks, then we may be disqualifying games, which fundamentally are parser games though the conversations require mouse clicks at the moment instead of hitting a number on the keyboard.
Whatever you decide, I respect it, since you canāt make everyone happy. But I just wanted to mention this in case you havenāt thought about it. One of the best parser games out there, Worldsmith by McTavish, is truly a parser game even though you during conversations must click on the text you want to say. Such an interface could be further developed to allow the user to type the number of the sentence they want to say. But typing menu numbers and hitting return hasnāt much to do with a parser either.
This reminds me, that there are CYOAs out there, made with parser engines, where you simply type numbers or letters given in menus. I donāt think these qualify as parser games either. I think(?) your ārule 1ā excludes those, but I am not completely sure if menus within games are allowed, as long as they are not the primary mechanism of control?
A few weeks ago I played Gateway 2. Itās a hybrid graphic/text adventure. Using the mouse is very handy in navigating conversations, manipulating locks and keypads, etc⦠You can also point and click on the graphics to EXAMINE and TAKE. However, it is possible to play the entire game without touching the mouse. Itās a convenient option but not necessary for completing the game. I think this should be the case for any entry in ParserComp.
@Denk
Thanks for the thoughtful post and making some good points.
Whilst I wanted to avoid a hard list of āthis is okā and āthis is not okā I suspect I may need to do something. And itās worth mentioning now that some of them will likely end up being slightly contradictory.
Again, starting with the primary interface being text input from a keyboard, I would completey accept the conversation system that allows selection of 1, 2 or 3 etc
For example - Adam Cadre uses this in Photopia. Photopia would completely be eligible for ParserComp. But thatās because everything else is type-in, Adam just replaced the ASK & TELL commands with SPEAK which resulted in a list of things to say. If Photopia was āSelect your next action from 1, 2, 3, 4 etcā and nothing else then this isnāt really Parser IF. Thereās an engine behind it thatās reading the number selected but itās not parsing a sentence etc
Hope that makes sense. 
Adam
Itās a convenient option but not necessary for completing the game. I think this should be the case for any entry in ParserComp.
Thatās a very good summary. ![]()
Wow. Good to see such a busy topic.
For the Open Test Repository, do we want to obscure the source code? Because the source code would potentially spoil the game.
For IFComp Iāve always kept the source hidden until the competition started.
Also, are sequels to a previous work okay?
Also, are sequels to a previous work okay?
Yes, they are indeed ![]()
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Adam
For the Open Test Repository, do we want to obscure the source code? Because the source code would potentially spoil the game.
Iām not overly concerned about this myself, is there something specific it avoids (in terms of causing issues during a competition)?
Thanks
Adam
Iām not overly concerned about this myself, is there something specific it avoids (in terms of causing issues during a competition)?
Well it wouldnāt ruin anything. I recognize this post is long, but that doesnāt mean itās a sticking point for me. I just think itās worth discussing and hasnāt been discussed. Because using source control for a project is good, and it should be encouraged, but uncovering it before a comp starts has real risks.
So just to clarify my intentions:
I think a rule saying ākeep any source code/source control repo hidden until the comp starts, then open it to the public if you wantā is best, and Iād like it written out. And I think people who are new to source control would appreciate it.
Because of the very readable nature of Inform 7 in particular, the source code could quickly provides an advanced viewing of the game and mechanics for people who are curious enough to poke around. Especially if you have a tests file in your repo saying ātest full walkthrough with A/B/Cā.
Thatās a potential problem for the organizer, because
- in general, a public repo of source code could be seen as bad-faith back-door promotion/previewing, which is against the actual rules, or the spirit of the competition. Even regular commits saying āI added this neat new featureā might cross the line in spirit.
- in my case, Iād prefer to keep my source code in a private repository until the comp, as I would rather people see it for the first time and not be able to cheat up on solving/spoiling the game. Especially since I include a walkthrough file as part of the repository. (Also, trolls may be able to spot bugs and not report them, making a troll review easier. Thatās not something I worry too much about, or want to, but it is possible.)
Once the comp starts, Iād really like my repo to be public, so 1) people can quickly report bugs (or see if theyāve been reported,) and I can respond to them, whether or not in-comp updates are allowed and 2) give people some idea of what I can/canāt fix and to see my post-comp releases.
That said, if someone forgets to hide their source code, I donāt think they should be punished for it. Just, it should be strongly recommended to keep repos/source code under wraps until the comp starts, and I think most contestants would be glad that rule is in place. Itād be more for guidance than punishment.
ETA: so I think a rule āIt is strongly recommended that people who use source control keep their source private until the works are distributed. This will prevent leaks as well as hard feelings and accusations of pre-promotion. If you use source control and donāt know how to make a repo private, ask here or on the hosting website. If you have a current project youād like to fit into ParserComp, and it is in a public repo, but you want to make it private, thatās okay.ā would work. This is a bit wordy, but I hope it is something you can work with.
Ok yes, that makes sense, thanks

I could write it in as a recommendation but with the caveat that if they choose not to then they do so at the risk of source code being copied etc
Thanks
Adam
I could write it in as a recommendation but with the caveat that if they choose not to then they do so at the risk of source code being copied etc
Wow, thanks again for the quick reply! That sounds good and succinct and clear and non-punitive. I like it a lot.
I too believe it would be improper for game source prior to the end of the judging period of comp. It is basically the ultimate walk through and the perfect spoiler. It just lets the cat out of the bag early.