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chihuahua 6 hours ago

In the 1980s, I was interested in text adventure games, and had a kind of book/magazine on the topic of how to write them. In BASIC, obviously (groan) because that's what was easily accessible back then.

I remember figuring out the mechanisms that the book introduced: what kind of rudimentary data structures to use to represent the state of the world, the locations of objects, etc.

I got some simple stuff to work, you could navigate the world, pick up and drop objects, etc. but then my motivation gradually ran out because I didn't have a clearly defined design for the game I was going to build.

I had a few pirated games (C64, Amiga): "Death in the Caribbean", "The Pawn", etc but never had the motivation to stick with them past the first or second puzzle. The puzzles seemed like if the answer didn't arrive via a flash of divine inspiration, there was no way to figure it out based on logical reasoning. Maybe that part of my brain wasn't developed back then.

drob518 6 hours ago | parent | next [-]

Nice. Yep, we wrote our own adventure games in BASIC as well. There were a couple problems with that, however. First we weren’t able to come up with a sophisticated parser like Infocom had. We ended up with basic “verb object” parsers, ala Scott Adams adventures. Second, we didn’t have many rooms as it was difficult to fit it all into memory and we didn’t have the sophisticated incremental loading that Infocom did with the Z-machine. Still, it worked.

Nevermark 2 hours ago | parent | next [-]

I iterated on adventure games from junior high into high school, starting with a TRS-80 Model III.

I created parser recursion in BASIC (without a stack or a then non-existent GOSUB), using a string as the stack, including a character as a return destination (i.e. a flag for conditional GOTOs).

I was so proud of my parser!

A wrote many great unfinished games. I was more interested in better coding than completion, but the games still had a lot of color.

One Easter egg was if you typed “sh*t” the response was: “YOU HAVE DROPPED THE DUNG”.” You could do that anywhere, so a great way to detect you had walked in a circle in a maze or forest.

Later I used strings as a heap to define very simple 3D vector geometry.

(In early MATLAB, I prototyped some code with tree data structures implemented with an array, before they introduced their structures. The latter code shipped.)

RyanOD 2 hours ago | parent | prev | next [-]

When I was around six years old, my older brothers convinced me computer games were written in paragraph form. I wrote a lot of games! Asteroids went something like this, "You fly around in a ship that is a triangle. When you shoot asteroids they break up into smaller asteroids."

My brothers got a lot of laughs out of those "programs".

Fast-forward 45 years and whose laughing now?! :)

chihuahua an hour ago | parent [-]

If you had gotten a patent on vibe coding, you'd be laughing now.

martinpw 3 hours ago | parent | prev | next [-]

Wrote a mini adventure game in BASIC for the ZX-81. Since it only had 1K of RAM, each room in the game had to be a separate program (max around 25 lines of code or so), and at the end of the room, depending on what actions you took, it asked you to wind the cassette tape to a specific location to load a new room. When I could finally afford the 16K RAM pack, I rewrote it as a single application. Couldn't believe how nice it was to have that much memory.

nessus42 40 minutes ago | parent [-]

> it asked you to wind the cassette tape to a specific location to load a new room.

Wow, that's dedication!

I wrote my own adventure game for my Commodore PET, which had 8K of RAM. It worked well, but after three rooms of content, I ran out of RAM, so then I gave up.

WorldMaker 5 hours ago | parent | prev [-]

Writing a terrible "verb object" parser in BASIC was certainly a rite of passage for many of us. I recall making more than one. I also recall my best one having rudimentary "verb object preposition subject" support, but that being about my limit at the time in BASIC.

But also I had access to TADS and early Inform (at home) and still wound up building a couple in BASIC (because school computer labs would have that available).

TylerE 4 hours ago | parent | prev [-]

No, not just you. A lot of those games had extraordinary levels of ass-pull. Funny how most Of the devs had (paid) tip lines.