in reply to Perl Moo.

> hello sailor
Nothing happens here.

While I am absolutely delighted to see an “interactive fiction/MUD” effort starting here, I would cordially suggest that perhaps you should first review the open-source tools that are already out there which are expressly designed for this purpose.   They already have vocabulary, parsing, data representation, multiplayer and other concerns well in hand... a big leg-up.   The Wikipedia articles on “interactive fiction” and “MUD” (Multi-User Dungeon) are foundation resources.

> give all spare time to dungeon game
Taken.

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Re^2: Perl Moo.
by cavac (Prior) on Jun 13, 2012 at 18:53 UTC

    While you are quite right that using a complete, fully functional game engine is a good idea for most projects, you may be overlooking a few crucial points:

    • Writing a game engine is a very valuable experience.
    • Writing an old school text adventure game from scratch is quite a lot of fun.
    • Many geeks who write games don't actually play them. They just like coding them. (At least thats my personal experience when i write games).

    Btw, another very good adventure game engine/IDE is Inform7. You basically describe the scenes, objects and interactions in more or less plain english and it "compiles" it into a working text adventure. I must admit, it's not completly to my liking (quite challenging to do some standard stuff). Here's an experiment i cobbled together a few months ago:

    Not everything in this (rather badly designed) example works as expected, it's quite a mess and some things i did are needlessly complicated. But hey, i am a Perl guy. Explaining something to a computer in plain english lacks style ;-)

    "You have reached the Monastery. All our helpdesk monks are busy at the moment. Please press "1" to instantly donate 10 currency units for a good cause or press "2" to hang up. Or you can dial "12" to get connected directly to second level support."