Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!uunet!van-bc!resbbs!Alex_Topic From: Alex_Topic@resbbs.UUCP (Alex Topic) Newsgroups: comp.sys.amiga.programmer Subject: Re: Text Adventure Source Code Message-ID: Date: 14 Jun 91 09:07:42 GMT Organization: Resonance - British Columbia, Canada Lines: 25 This sounds real interesting, I'm also working on a TEXT type game. But it will be a multiplayer one that works with the Dialog BBS software. Which basically will work if my program stays within its own CLI window... Hmmm the problem I'm haveing is the desigining aspect of the game. I was thinking about haveing it like this.. Have a BIG games.library!!! and have User.modules for each phone line..etc It will have alot of interprocess communication happening in it, since I want it to be fully teractive.,. Hmmm the game world will be on a grid type system.. A 2 dimensional array.. 100x100=10000 sectors.. 58 bytes each.. but my demo version will just have 10x10=100sectors.. and very simplfied!! the question I ask to anyone on the USENET.. Is should I use a library for all my game routines??? In my user modules I will simple allocate memory for players structure to work with the RUN-TIME library... so no confusion is about.. then once that is done.. I will jump right into the LIBRARY and the rest is the games code... Anyone have a good idea how to write a library in 'C'?? hmmm I'm new to 'C'.... oh well later all! A.t.