Xref: utzoo rec.games.programmer:822 comp.lang.forth:874 Path: utzoo!attcan!uunet!ncc!myrias!cg From: cg@myrias.UUCP (Chris Gray) Newsgroups: rec.games.programmer,comp.lang.forth Subject: Re: Interactive Adventure Writting Language Message-ID: <1085@myrias.UUCP> Date: 18 Apr 89 01:44:26 GMT References: <966@orbit.UUCP> Organization: Myrias Research Corporation Lines: 81 In article <966@orbit.UUCP> shawn@pnet51.cts.com (Shawn Stanley) writes: >I understood that the program wasn't quite in the "Text Adventure" arena, but >I could be wrong. The salesman didn't describe the product in enough detail, >and I wasn't given the opportunity to check it out. >(I ended up writing my own game + "language", on my BBS.) >Could you describe the "Adventure Construction Set"? I have a version of Electronic Arts "Adventure Construction Set" for my Amiga. I wasn't overly impressed (other than by how nonstandard the interface was and by how much work it must have been to do the whole program). I never finished any of the adventures that came with it, and didn't seriously try to create any. There are no real opportunities for anything like programming in it - everything is done by selecting from a bunch of options (using a wierd hollow-circle mouse cursor!). The graphics were nice, and the sounds provided were fine, but I always felt constrained by it. It started with a top-level tiled world (overhead map view of rectangular regions), which could then take you to other mini-maps, or to other places on the same one. I've done three or four attempts at adventure writing systems, with varying degrees of success. I fully intend on doing more, especially multi-user. I'll try to be brief in the following descriptions. SIX/FANT: SIX was a compiler for a fairly complete structured programming language (reminiscent of Algol68 in syntax) which had been augmented by some fairly powerful constructs for adventure-writing. Things like dynamically expandable hash tables, linked lists, run-time typing, constructs for formatted text input and output, special syntax for building locations and parse rules, etc. It generated code for a stack machine, which was interpreted by the FANT interpreter. Several full-scale adventures were written in it, by myself and several others. One was a full re-implementation of the standard Crowther & Woods "Adventure", which ran faster than the PL/I implementation. Runs under the MTS operating system on IBM/Amdahl mainframes. DDSPEC/DD: more of a D & D system than an adventure system. Used character graphics on IBM 3270 terminals (ran on the same mainframe as SIX/FANT). DDSPEC allowed on-screen design of rooms. Had lots of random monsters sort-of animated on the screen. Goal was usually to collect objects, find keys to unlock rooms, etc. Initially planned to be multi-user, but never got there. Quest #1: First version done on my CP/M machine in my language Draco. Later ported to MTS/Pascal by some other folks. Includes a built-in parser which handles grammar rules/dictionary provided by scenario. Used character graphics to window around in an algorithmically defined world. Screen display has three windows: view of world, status window (health, position, items carried, etc.), and text I/O. Text output automatically paginated and formatted. No real adventures ever written, but could be done fairly easily. This one is available in Draco for the Amiga or in C for UNIX. Quest #2: Done in Draco on my Amiga. Has an interpreter for another full structured programming language. Adds run-time typing, the same parser as previous Quest, inter-calling of compiled and interpreted routines, list manipulation, tables, properties, some inheritance. Again, no true scenario ever built. Fully interpreted nature allows easy dynamic creation of everything - in fact the test scenario is just a file that is 'sourced' to build everything up. Explore: Graphics D & D system with adventure overtones. First done in Draco on CP/M, then ported to Amiga. I'm currently working to make the graphics in this one a lot prettier (scrolling 3-D dungeons, scrolling map-view, etc.). A full scenario (called "Amelon") exists. The whole thing is along the lines of the "Ultima" series of commercial games. Program ExpCre allows for mouse- driven creation of maps, tile patterns, mazes, etc. Text-oriented creation of objects, monster types, etc. Allows for a fairly large text interaction by having an auxilliary data file containing just text messages. I'm thinking of adding the standard Quest parser. -- So, I like building tools, but don't always use them or finish them. I have in mind a future system, intended to be multi-player, intended to allow the dynamic creation of things more complex than anything I know of has allowed. Naturally, this will take quite a while. It will be based on an interpreted, structured language like Quest #2, but will add a perspective graphics view of the world. I also plan to spif up the parser a bit, to handle clauses as well as phrases. -- Chris Gray Myrias Research, Edmonton +1 403 428 1616 {uunet!mnetor,ubc-vision,watmath,vax135}!alberta!myrias!cg