intfiction.org

The Interactive Fiction Community Forum
It is currently Tue Aug 14, 2018 5:44 am

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 14 posts ]  Go to page Previous  1, 2
Author Message
PostPosted: Wed Dec 16, 2015 8:52 pm 
Offline
User avatar

Joined: Tue Nov 08, 2011 8:11 am
Posts: 2528
Location: US - Central
zarf wrote:
Quote:
Inform is not great at fine-grained text manipulation.


:shock:

_________________
http://hanonondricek.wixsite.com/pyramidif
https://pyramidif.itch.io/


Top
 Profile Send private message  
Reply with quote  
PostPosted: Sun Oct 02, 2016 8:00 am 
Offline
User avatar

Joined: Fri Sep 30, 2016 7:02 pm
Posts: 406
Location: USA
Not sure how relevant, but I did encounter this OpenCOBOL for Inform 7 http://peoplecards.ca/inform7/hello101/source.txt

_________________
Thunderword not forgotten, will pick back up 2nd half of 2018.


Top
 Profile Send private message  
Reply with quote  
PostPosted: Mon Oct 03, 2016 4:00 am 
Offline
User avatar

Joined: Sat Jun 25, 2016 12:13 pm
Posts: 240
Hi,

years ago i wrote a game system that actually ran on the command shell.

Consider this, eg under linux;

Your "verbs" are actually program binaries (eg get, drop, give etc.). You write one program that handles options etc and each "verb" is actually the _same_ binary renamed. the verb looks at argv[0] to figure itself. Alternatively, write a common library and each verb is separate.

"objects" are files and the directories are "locations". Your current working directory is your own location. These objects are simply text files with key:value properties. Verbs look at these to make checks. eg the file "coin" might have a property "value:1".

For example, "get" works by moving an object (a file) into your home directory (or, eg ~/.moo). drop works by moving an object (a file) from ~/.moo to the current working directory.

symlinks provide routes between locations. "go" changes you cwd, but it also has to drop a temp file in there so that other players can see you!

Which is a really big win, as the whole system is automatically a multi-user game.

You have command like "say" which sends a message to players in the same location and "shout" which sends messages to all players.

Then you add some building commands. eg spend "coins" to build your own locations (works by creating directories) and then you have a MOO, where players can build their own castles and realms.

You have a central bank that issues coins, thats managed by the game (and its mods) to control the growth.

I had this working but ran out of time to finish it properly (work got in the way).


Top
 Profile Send private message  
Reply with quote  
PostPosted: Tue Dec 20, 2016 9:32 am 
Offline

Joined: Sat Oct 17, 2015 5:48 am
Posts: 67
yea, cosmoserve came to my mind reading this debate. and was written with AGT.

Occasionally I toy around the idea of encapsulating some IF under an "shell" (I'm not sure if is a twist or is only twisted, but the general idea is that the PC is an IF player...) and I'm reasonably sure that early 80s OS's CLI (e.g. CP/M or MS-DOG) can be satisfactorily implemented as this "shell" with practically every IF language.

sadly these days the ratio between the "messing/fooling" and actual WIP in my if/wrk/ directory is alarmingly deteriorating..

Best regards from Italy,
dott. Piergiorgio.


Top
 Profile Send private message  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ]  Go to page Previous  1, 2

All times are UTC - 6 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group