Newsgroups: comp.sys.amiga.programmer
Path: utzoo!utgpu!cunews!micor!latour!mcr
From: mcr@Sandelman.OCUnix.on.ca (Michael Richardson)
Subject: Re: Generic Adventure System
Message-ID: <1991Jun7.215707.7595@Sandelman.OCUnix.on.ca>
Organization: Sandelman Software Works, Debugging Department, Ottawa, ON
References: <16839@helios.TAMU.EDU> <stevek.5058@amiglynx.UUCP> <16968@helios.TAMU.EDU>
Date: Fri, 7 Jun 1991 21:57:07 GMT

In article <16968@helios.TAMU.EDU> ttr1415@helios.TAMU.EDU (Thom Robertson) writes:
>Sound thinking, Steve.  However, my G.A.S. concept was not meant to
>meander over into the realm of adventure-MAKING.  Not only are there
  
  The best bet for that, IMHO, is MOO (telnet lambda.parc.xerox.com
8888 from the Internet). MOO is an Object Oriented MUD. Very nice,
very extensible. Wish it had a chance of running under AmigaDOS... (or
maybe AmigaDOS had a chance of running it.)

>The concept I am proposing would not let players become programmers, but
>would simultaniously give more programmers the tools with which to create
>games and give players more choices.

  MOO doesn't require that everyone be able to play. 

>If you want to run with the adventure-language idea, go right ahead.  However,
>G.A.S. as I see it is just a file spec, really, plus some code to
>manipulate it...

  Do the spec, and then write the code. I might to it in ARexx (see
Perihelion (sp?), which runs under Steve Tibbett's BBX on Mystic BBS),
or Perl. 
  I would suggest that you go either free format ASCII, or IFF. The
real job is NOT the code, but the documentation of what each attribute
means, and what may be assumed if an attribute is missing. You might
also want to have some sort of security or version/program tracking.
(Provide some means to authenticate the fact that `Joe' really is a
1134th level SuperElf --- some way to make his deeds tractable. This
is still breakable, but not by the casual user with a text or binary editor)


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