Article View: rec.games.programmer
Article #1Re: Object-oriented adventure games
From: David Librik
Date: Tue, 27 Oct 1992 09:03
Date: Tue, 27 Oct 1992 09:03
45 lines
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3060 bytes
You want to do a study of object-oriented Adventure Games? Well, step 1, familiarize yourself with what's out there already. TADS is a popular system. It's written by Mike Roberts and is shareware: you can FTP it from msdos.archive.umich.edu, file /pub/msdos/games/adventure/tads.zip (there are also Macintosh and Atari versions on the same machine, probably under /pub/mac/... and /pub/atari/... though I'm not sure of the paths.) TADS is similar to C++ in appearance. However, to really pick up much about the system, you'll have to register and get the big manual with lots of sample source code and tools. It's quite cheap and I recommend it. You can get registration information by sending e-mail to Mike Roberts at 73737.417@compuserve.com, or by looking in the shareware TADS package. There are several other Adventure Development Systems, all more-or-less object oriented. ALAN is a popular one; you get the source code to the compiler for that. ADVSYS and AGT are also good. I believe these are all LISP-like in appearance. I don't know how you'd get them, though; perhaps someone else can help. As for TADS, which I'm more familiar with, I don't know how well it matches your criteria but it certainly can be extended. What you call "NPCs" (other Actors) are not quite as general as you want: they do run independently, but Adventure games are mostly structured around your command and responses to it. If you want "smart" Actors you'll have to write some AI-like code. I'm sure Dave Baggett at the MIT AI lab, the author of the classic "Unnkuulian Unventure II" Adventure game, will be full of suggestions. By the way, I'm not sure I follow what you mean about Sierra games. Sierra On-Line hasn't made an adventure game since the days of TimeZone and The Wizard And The Princess, have they? Graphics would certainly be nice but any sort of non-static graphics is hard to do in any Adventure development system I've ever seen -- they're not oriented towards that sort of stuff. If you really want lots of discussion of this, you should post your note in REC.ARTS.INT-FICTION. That is the newsgroup for people writing Adventure games. You should get more advice than you'll ever need. - David Librik librik@cory.Berkeley.edu "You are standing before a roughly-hewn doorway in the rock. Mist curls out of the blackness beyond. The arch above is carved with the words 'WRITING YOUR OWN ADVENTURE SYSTEM.' A small sign next to the door reads 'ABANDON ALL HOPE YE WHO ENTER HERE.'"
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!agate!pasteur!cory.Berkeley.EDU!librik From: librik@cory.Berkeley.EDU (David Librik) Subject: Re: Object-oriented adventure games Message-ID: <librik.720176605@cory.Berkeley.EDU> Keywords: oop adventure Sender: nntp@pasteur.Berkeley.EDU (NNTP Poster) Nntp-Posting-Host: cory.berkeley.edu Organization: University of California, at Berkeley References: <appelo.720102475@dutiag> Date: Tue, 27 Oct 1992 09:03:25 GMT Lines: 45