Concept: Interpretive Spells [closed]
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Deathly
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Published on 2012-12-09T04:25:04Z
Indexed on
2012/12/09
11:22 UTC
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The goal is to be able to create complex spells, that can manipulate the game's environment in non-preprogrammed ways, and to make the program understand spells. For example:
$@
$=Big
@=Fire
You can probably understand what this one means. The player types, writes, or selects symbols. Of course, a spell can be only a few characters, or more sophisticated spells could potentially be hundreds or thousands of symbols long.
How could something like this be accomplished?
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