| ▲ | 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. | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | 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. | ||||||||||||||||||||||||||||||||||||||||||||