As an aside, is Gargoyle basically MAME for text adventures? Briefly looking over the technical background for the project confuses me as to...
1) What general problem they are trying to remedy
2) Exactly what are they trying to accomplish in terms of compatibility with various languages?
Where do we go from here?
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I think Gargoyle's emphasis is nice-looking fonts and such so that the game window looks more like an e-reader than any obvious game window. Unfortunately, this is to the detriment of IF systems with fancy screen models. Still, I have to say that it works with a surprising amount of games. I use it often for games that I know don't do anything special presentation-wise or systems like ADRIFT where I just really hate the interpreter (true, some people may feel that way about Hugo).
If you want color in your games in Gargoyle, you have to "hardwire" it into the configuration file, which is a little bit of extra effort but the overal effect is ok by me. I think Gargoyle was written mostly for people that hate color schemes in general, so it's nice to have color options at all.
Anyhow, I'm glad Gargoyle exists and use it myself. It's just, as a Hugo author, one has to be aware of how one's games might not be experienced as intended.
If you want color in your games in Gargoyle, you have to "hardwire" it into the configuration file, which is a little bit of extra effort but the overal effect is ok by me. I think Gargoyle was written mostly for people that hate color schemes in general, so it's nice to have color options at all.
Anyhow, I'm glad Gargoyle exists and use it myself. It's just, as a Hugo author, one has to be aware of how one's games might not be experienced as intended.