text adventure game problem
mr.cerutti at gmail.com
Wed Apr 16 17:26:14 CEST 2008
On Tue, Apr 15, 2008 at 9:25 AM, Carl Banks <pavlovevidence at gmail.com> wrote:
> On Apr 11, 12:08 pm, "Neil Cerutti" <mr.ceru... at gmail.com> wrote:
> > > such as so
> > > they're not stuck with a quasi hack of a language if they have to do
> > > something that doesn't fit the framework anticipated by the language
> > > designer.
> > That's not a reason, it's FUD.
> No, it's prudence.
> If I am writing a banal, been-done-a-million-times before, cookie-
> cutter text adventure, yes I'd just use a domain-specific language.
> If I am writing a unique game that does new things, sooner or later
> I'm going to want to do something the designer of the domain-specific
> language and framework didn't anticipate. And there is no uncertainty
> or doubt about this: when it comes to that, I don't want to be
> restrained by a narrow framework or domain-specific language, and I
> would want to be using Python, and it isn't even remotely close.
> The only question would be whether there's enough general purpose
> programming required that it would outweigh the extra work. Which,
> let's be honest, is not all that much for a text adventure.
Thanks for the more detailed response.
Your reasoning is valid, but your understanding of the properties of
existing text game frameworks seem to be be out of date.
A usable, extensible, customizable text adventure library for use in
[b]any[/b] general-purpose programming language is still a pipe dream.
There aren't even very many [b]failed[/b] attempts.
The decent text adventures composed from scratch in a general-purpose
programming language are rare exceptions to the rule. Even among the
tolerable ones, I have personally never seen one that took advantage
of the general-purpose nature of its implementation language to do
something that couldn't have been easily done in the handful of mature
Moreover, the small, but dedicated text-adventure-playing internet
community has developed expectations for the features, infrastructure
and portability of their text adventures that are not trivial to meet
when starting from (close to) ground zero. A few bold pioneers have
managed it. If you're keen to attempt it, Python is an OK choice. The
most recent success I know of was "Aunts & Butlers" , composed in
for Python. There are no completed text adventures in the wild
composed in Python, that I'm aware of. That doesn't mean it can't
Neil Cerutti <mr.cerutti+python at gmail.com>
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