![]() Vice President, International Development, Applied Science Internationalġ1.50 – 12.15 Safety on the ground: a new technique for soil remediation General Manager, Coleman & Coġ0.30 – 11.20 Morning coffee/table-top areaġ1.20 – 11.50 Using demolition simulation technology to save lives Director, Rye Demolitionġ0.05 – 10.30 Crisis management and learning from major incidents Managing Director, RVA GroupĠ9.40 – 10.05 Demolishing an iconic structure Managing Director, Despe and EDA Board Member Editor, Demolition & Recycling International, KHL GroupĠ9.05 – 09.10 Welcome on behalf of the European Demolition Association CEO, National Federation of Demolition Contractors It is also an excellent opportunity to network and forge relationships with all of the other professionals of the industry.Ġ8.00 – 09.00 Registration, networking and morning coffee The European Demolition Association, EDA, was one of the main partners in this event. It was likeable, but not consistently.The World Demolition Summit 2017, celebrated on November 2nd at the Millennium Gloucester Hotel in London (UNITED KINGDOM), gathered more than 390 Delegates representing more than 130 companies, from 28 countries. There were also quite a few spelling errors, the "it's/its" problem, spacing issues.Ĭute, in a brief "Zip! Was that it?" kind of way.ĭidn't find any outright bugs, but a lot of the puzzles seemed to have arbitrary solutions, or weren't sufficiently clued (such as pulling the clock). This score would be higher if the story was a little more compelling, or had more to it. Serviceable writing, a few awkward phrases. Of course, I think you'd need a definitive way to switch viewpoints, so that if you tried something as Alice and it didn't work, you could switch viewpoints and try with the other character. The concept might be worth exploring as a full-length game, where some actions need to be performed by Alice, and the others by. I'd be interested to see this done in a more established system, such as Inform or TADS, but really just out of curiosity. It's cute, and the two-character viewpoint is interesting too. Its main strength was the depth of description for a lot of the items in the game, albeit with awkward phrasing and some really poor spelling in some spots. The dual point of view is a little strange, resulting in being unsure how to proceed in some of the puzzles. I wish I could say that some interesting stuff at least happens in this little gameworld, but. Not only that, the entire thing takes place in a standard house, and leaving the house (to go out into the big world) ends the game. It's just five rooms, three of which are pretty much bare. Little Girl In The Big World must be titled ironically, because the game's world is anything but big. >INVENTORY - Paul O'Brian writes about interactive fiction The parser itself seems to be adequate, though. Thus, it hardly is going to entertain you, or evoke strong emotions (except maybe for the noble joy about the triumph of the human spirit that has found yet another way to make this stupid piece of iron- and silicon-mongery understand a basic set of commands). I'd rather refrain from calling this work a game, because it really isn't - the player just has got to dress, and to leave home. A demo program illustrating the capabilities of the parser its author achieved to code.
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