Best python way to do 'object messaging'

Philip Swartzleonard starx at pacbell.net
Tue Feb 12 04:40:55 EST 2002


Gustavo Cordova || Mon 11 Feb 2002 01:15:25p:

> Have to taken a look at some of the available MUDs? I believe
> some of them are scriptable as you say, you define an object
> class, which can be anything in the game; you define lotsa
> properties and methods which control the way it interacts
> with the environment.
> 
> The objects you create can be weapons, plants, scrolls,
> monsters, seemingly anything.
> 
> Good luck on your quest :-)

Well, text adventures are the closest thing to this, and I have played 
with tools for making them on and off for years, though i've never 
actually made anything worth a damn. TADS is one of the major languages 
for creating modern text adventures (yes, people still do), and it 
(along with an obscure macintosh language 'Prograph') was where I 
finally 'got' a lot of OO concepts, and i bring a lot of ideas about 
things like object containment and other structural stuff from here.

http://www.tads.org/ for info on this
http://www.firthworks.com/roger/parsifal/index.html for links to 
everything that has anything to do with the Interactive Fiction scene.

Hm, i just realized something wierd. I see quite a resembelence of 
differences between Tads and Inform (the other major IF language, seems 
to be object oriented line noise to me...), and Python and Perl...

-- 
Philip Sw "Starweaver" [rasx] :: www.rubydragon.com



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