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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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-----=====Earth's Dreamlands=====-----
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} (313)558-5517
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(313)558-5024 {14.4} (313)558-5517
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||||||
A BBS for text file junkies
|
A BBS for text file junkies
|
||||||
@ -805,467 +805,467 @@ in the safe, Watson," said he, "and get out the papers of the
|
|||||||
Conk-Singleton forgery case. Good-bye, Lestrade. If any little
|
Conk-Singleton forgery case. Good-bye, Lestrade. If any little
|
||||||
problem comes your way, I shall be happy, if I can, to give you
|
problem comes your way, I shall be happy, if I can, to give you
|
||||||
a hint or two as to its solution."
|
a hint or two as to its solution."
|
||||||
From gnat@kauri.vuw.ac.nz Tue Sep 6 01:06:59 1994
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From gnat@kauri.vuw.ac.nz Tue Sep 6 01:06:59 1994
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From: gnat@kauri.vuw.ac.nz (Nathan Torkington)
|
From: gnat@kauri.vuw.ac.nz (Nathan Torkington)
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||||||
Newsgroups: rec.arts.int-fiction,news.answers,rec.answers
|
Newsgroups: rec.arts.int-fiction,news.answers,rec.answers
|
||||||
Subject: Adventure Authoring Systems FAQ
|
Subject: Adventure Authoring Systems FAQ
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||||||
Supersedes: <authoring-systems-faq_776865602@kauri.vuw.ac.nz>
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Supersedes: <authoring-systems-faq_776865602@kauri.vuw.ac.nz>
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||||||
Followup-To: rec.arts.int-fiction
|
Followup-To: rec.arts.int-fiction
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||||||
Date: 31 Aug 1994 12:00:04 GMT
|
Date: 31 Aug 1994 12:00:04 GMT
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||||||
Organization: Dept. of Comp. Sci., Victoria Uni. of Wellington, New Zealand.
|
Organization: Dept. of Comp. Sci., Victoria Uni. of Wellington, New Zealand.
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||||||
Distribution: world
|
Distribution: world
|
||||||
Reply-To: Nathan.Torkington@vuw.ac.nz
|
Reply-To: Nathan.Torkington@vuw.ac.nz
|
||||||
NNTP-Posting-Host: kauri.vuw.ac.nz
|
NNTP-Posting-Host: kauri.vuw.ac.nz
|
||||||
Originator: gnat@kauri.vuw.ac.nz
|
Originator: gnat@kauri.vuw.ac.nz
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||||||
|
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||||||
Archive-name: games/adventure-systems
|
Archive-name: games/adventure-systems
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||||||
Maintained-by: Nathan.Torkington@vuw.ac.nz <Nathan Torkington>
|
Maintained-by: Nathan.Torkington@vuw.ac.nz <Nathan Torkington>
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||||||
Last-changed: Thu Jun 30 11:13:13 NZT 1994
|
Last-changed: Thu Jun 30 11:13:13 NZT 1994
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|
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----------------------------------------
|
----------------------------------------
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Changes:
|
Changes:
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* ftp.gmd section
|
* ftp.gmd section
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----------------------------------------
|
----------------------------------------
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|
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This is a list of systems that can be used to author adventure games.
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This is a list of systems that can be used to author adventure games.
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Information about TADS, ADVSYS, ADL, OASYS, INFORM and ALAN can be
|
Information about TADS, ADVSYS, ADL, OASYS, INFORM and ALAN can be
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found here.
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found here.
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|
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Where possible, pointers to existing information (such as books,
|
Where possible, pointers to existing information (such as books,
|
||||||
magazine articles, and ftp sites) are included here, rather than
|
magazine articles, and ftp sites) are included here, rather than
|
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rehashing that information again.
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rehashing that information again.
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||||||
|
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If you haven't already done so, now is as good a time as any to read
|
If you haven't already done so, now is as good a time as any to read
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the guide to Net etiquette which is posted to news.announce.newusers
|
the guide to Net etiquette which is posted to news.announce.newusers
|
||||||
regularly. You should be familiar with acronyms like FAQ, FTP and
|
regularly. You should be familiar with acronyms like FAQ, FTP and
|
||||||
IMHO, as well as know about smileys, followups and when to reply by
|
IMHO, as well as know about smileys, followups and when to reply by
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email to postings.
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email to postings.
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|
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For more information on interactive fiction in general, pointers to
|
For more information on interactive fiction in general, pointers to
|
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books and dissertations, and this group's focus, see David Graves'
|
books and dissertations, and this group's focus, see David Graves'
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"Frequently Asked Questions (FAQ)" posting, which appears periodically
|
"Frequently Asked Questions (FAQ)" posting, which appears periodically
|
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in rec.arts.int-fiction.
|
in rec.arts.int-fiction.
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|
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This FAQ is currently posted to rec.arts.int-fiction and news.answers.
|
This FAQ is currently posted to rec.arts.int-fiction and news.answers.
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||||||
All posts to news.answers are archived, and will then possible to
|
All posts to news.answers are archived, and will then possible to
|
||||||
retrieve the last posted copy via anonymous FTP from
|
retrieve the last posted copy via anonymous FTP from
|
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rtfm.mit.edu
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rtfm.mit.edu
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as
|
as
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/pub/usenet/news.answers/games/adventure-systems
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/pub/usenet/news.answers/games/adventure-systems
|
||||||
Those without FTP access should send e-mail to
|
Those without FTP access should send e-mail to
|
||||||
mail-server@rtfm.mit.edu
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mail-server@rtfm.mit.edu
|
||||||
with
|
with
|
||||||
"send usenet/news.answers/finding-sources"
|
"send usenet/news.answers/finding-sources"
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||||||
in the body to find out how to get archived news.answers posts by
|
in the body to find out how to get archived news.answers posts by
|
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e-mail.
|
e-mail.
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|
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This FAQ was mostly written by Nathan Torkington, with numerous
|
This FAQ was mostly written by Nathan Torkington, with numerous
|
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contributions by readers of rec.arts.int-fiction. Credits appear at
|
contributions by readers of rec.arts.int-fiction. Credits appear at
|
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the end. Comments and indications of doubt are enclosed in []s in the
|
the end. Comments and indications of doubt are enclosed in []s in the
|
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text. Each section begins with forty dashes ("-") on a line of their
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text. Each section begins with forty dashes ("-") on a line of their
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own, then the section number. This should make searching for a
|
own, then the section number. This should make searching for a
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specific section easy.
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specific section easy.
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|
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If you suffer loss in any way, shape or form from the use of
|
If you suffer loss in any way, shape or form from the use of
|
||||||
information in this file, then Nathan Torkington expressly disclaims
|
information in this file, then Nathan Torkington expressly disclaims
|
||||||
responsibility for it. It's your own damn fool fault if you go broke,
|
responsibility for it. It's your own damn fool fault if you go broke,
|
||||||
detonate your computer or eat broccoli as a result of anything you
|
detonate your computer or eat broccoli as a result of anything you
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read here.
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read here.
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|
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As a final note, this FAQ should be regarded as volatile. If this
|
As a final note, this FAQ should be regarded as volatile. If this
|
||||||
version is more than two months old, you should consider acquiring a
|
version is more than two months old, you should consider acquiring a
|
||||||
new version. See the instructions above for details of how to do
|
new version. See the instructions above for details of how to do
|
||||||
this.
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this.
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|
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Contributions, comments and changes should be directed to
|
Contributions, comments and changes should be directed to
|
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Nathan.Torkington@vuw.ac.nz
|
Nathan.Torkington@vuw.ac.nz
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|
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----------------------------------------
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----------------------------------------
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List of Answers
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List of Answers
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|
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1 What to look for in a system
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1 What to look for in a system
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2 Writing your own adventure
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2 Writing your own adventure
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3 TADS
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3 TADS
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4 ALAN
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4 ALAN
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5 ADVSYS
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5 ADVSYS
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6 ADL
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6 ADL
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7 OASYS
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7 OASYS
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8 INFORM
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8 INFORM
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9 Interactive-Fiction FTP Site
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9 Interactive-Fiction FTP Site
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Z Credits
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Z Credits
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|
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----------------------------------------
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----------------------------------------
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1 What to look for in a system
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1 What to look for in a system
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|
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--> Sample adventures, written using the system. This will make
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--> Sample adventures, written using the system. This will make
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learning how to program the system easy. It will also show you the
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learning how to program the system easy. It will also show you the
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workarounds for any clumsiness in the language.
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workarounds for any clumsiness in the language.
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--> The ability to handle non-player characters. This means that
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--> The ability to handle non-player characters. This means that
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players should be capable of being addressed, eg "amy, take the cat"
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players should be capable of being addressed, eg "amy, take the cat"
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should be a valid command to type. Players should be capable of
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should be a valid command to type. Players should be capable of
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having turns in the background (to allow movement, thieving, etc).
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having turns in the background (to allow movement, thieving, etc).
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--> The ability to handle events that occur independent of players
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--> The ability to handle events that occur independent of players
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actions (often called fuses and daemons). Fuses are scheduled events,
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actions (often called fuses and daemons). Fuses are scheduled events,
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such has having the bomb detonate three turns after the fuse is lit.
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such has having the bomb detonate three turns after the fuse is lit.
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Daemons are routines that are called once every move.
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Daemons are routines that are called once every move.
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--> Documentation. You need, at least, a reference page. Sample
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--> Documentation. You need, at least, a reference page. Sample
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code helps, and a full explanation of the order that routines are
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code helps, and a full explanation of the order that routines are
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called by the game kernel (eg ADL calls the following for each direct
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called by the game kernel (eg ADL calls the following for each direct
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object: the actor's action, the verb's preaction, the indirect
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object: the actor's action, the verb's preaction, the indirect
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object's action, the direct object's action, then finally the verb
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object's action, the direct object's action, then finally the verb
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action. If any one of these procedures returns a true value, then
|
action. If any one of these procedures returns a true value, then
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that procedure is assumed to have completed the command handling for
|
that procedure is assumed to have completed the command handling for
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that direct object, and processing continues for the next direct
|
that direct object, and processing continues for the next direct
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object. After all the direct objects are handled this way, the room's
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object. After all the direct objects are handled this way, the room's
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action is called and the kernel continues).
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action is called and the kernel continues).
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|
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--> Distribution mechanism. Is the game code fully yours to use? Do
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--> Distribution mechanism. Is the game code fully yours to use? Do
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you have to pay a fee for commercial distribution? For shareware
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you have to pay a fee for commercial distribution? For shareware
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distribution? For free distribution? Are you obligated to offer the
|
distribution? For free distribution? Are you obligated to offer the
|
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source code to the game interpreter as well as your compiled
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source code to the game interpreter as well as your compiled
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adventure?
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adventure?
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|
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--> Is it object oriented? If so, you will probably have an easier
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--> Is it object oriented? If so, you will probably have an easier
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time of writing your adventure -- text adventure worlds lend
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time of writing your adventure -- text adventure worlds lend
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themselves to object orientation better than some other forms of
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themselves to object orientation better than some other forms of
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simulation. Of course, learning the subtleties of the OO method might
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simulation. Of course, learning the subtleties of the OO method might
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be harder than writing your game using a traditional (non-OO) system.
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be harder than writing your game using a traditional (non-OO) system.
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|
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--> Is the game language functional or procedural? That is, does the
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--> Is the game language functional or procedural? That is, does the
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language look like LISP (lots of parentheses) or a kind of cross
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language look like LISP (lots of parentheses) or a kind of cross
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between BASIC and C (curly braces {} are a dead giveaway for C
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between BASIC and C (curly braces {} are a dead giveaway for C
|
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lookalikes). You might have to learn a whole new programming style if
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lookalikes). You might have to learn a whole new programming style if
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you write your adventure in a language style that you are unfamiliar
|
you write your adventure in a language style that you are unfamiliar
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with.
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with.
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|
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----------------------------------------
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----------------------------------------
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2 Writing your own adventure
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2 Writing your own adventure
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|
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Dave Librik posted Dave's Quick Guide To Getting Started with TADS,
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Dave Librik posted Dave's Quick Guide To Getting Started with TADS,
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which was so good that I've generalised it to cover most adventure
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which was so good that I've generalised it to cover most adventure
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systems.
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systems.
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Above all else, the key to learning how to write adventures is to
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Above all else, the key to learning how to write adventures is to
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start writing one. Practice not only makes perfect, but
|
start writing one. Practice not only makes perfect, but
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trial-and-error makes passable too. You will need the following:
|
trial-and-error makes passable too. You will need the following:
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|
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--> a language/kernel reference manual for your adventure system.
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--> a language/kernel reference manual for your adventure system.
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You might have to register your system to get this.
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You might have to register your system to get this.
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--> printouts of sample adventures. Staple each printout, so the
|
--> printouts of sample adventures. Staple each printout, so the
|
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printouts won't get lost or confused. Also print out any
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printouts won't get lost or confused. Also print out any
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standard libraries that the system comes with (eg adv.t in TADS
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standard libraries that the system comes with (eg adv.t in TADS
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or standard.adl in ADL).
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or standard.adl in ADL).
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Now:
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Now:
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--> familiarise yourself with the basics of the language. Subtleties
|
--> familiarise yourself with the basics of the language. Subtleties
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(syntax details, daemons, fuses) should be left for later -- just
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(syntax details, daemons, fuses) should be left for later -- just
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the basic ideas of objects, inheritance (if your language is OO),
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the basic ideas of objects, inheritance (if your language is OO),
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printing text. It might help if you already knew a language in
|
printing text. It might help if you already knew a language in
|
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the same style (procedural or functional) as the language you
|
the same style (procedural or functional) as the language you
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will have to program in.
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will have to program in.
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--> read the sample adventures. Get a feel for how items and rooms
|
--> read the sample adventures. Get a feel for how items and rooms
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are defined. This step is fairly important -- you will write
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are defined. This step is fairly important -- you will write
|
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most of your adventures by strategically stealing the way someone
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most of your adventures by strategically stealing the way someone
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else has written theirs (software professionals call this "code
|
else has written theirs (software professionals call this "code
|
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reuse" -- we call it laziness).
|
reuse" -- we call it laziness).
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--> make a copy of one of the simpler sample adventures. Take out
|
--> make a copy of one of the simpler sample adventures. Take out
|
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all the stuff specific to that adventure (rooms, players,
|
all the stuff specific to that adventure (rooms, players,
|
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objects, etc) and just leave the verbs, the initialisation code,
|
objects, etc) and just leave the verbs, the initialisation code,
|
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and the definition of the player's character. Now start writing
|
and the definition of the player's character. Now start writing
|
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your own adventure. Start simple -- a couple of rooms and some
|
your own adventure. Start simple -- a couple of rooms and some
|
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objects to take.
|
objects to take.
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--> add more complicated things. For ideas of things to add, it
|
--> add more complicated things. For ideas of things to add, it
|
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helps to have played some adventures. Try adding code for doors,
|
helps to have played some adventures. Try adding code for doors,
|
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containers, other actors, new verbs, fancy verbs that need
|
containers, other actors, new verbs, fancy verbs that need
|
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indirect objects. Use the sample adventures that came with the
|
indirect objects. Use the sample adventures that came with the
|
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system as a reference for using things.
|
system as a reference for using things.
|
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--> if the sample adventure you modified included standard code for
|
--> if the sample adventure you modified included standard code for
|
||||||
players or startup (std.t in TADS), then include those libraries
|
players or startup (std.t in TADS), then include those libraries
|
||||||
and customise them to your taste (you should have no trouble
|
and customise them to your taste (you should have no trouble
|
||||||
reading and understanding the code by now). Add any of your own
|
reading and understanding the code by now). Add any of your own
|
||||||
initialisation code to this.
|
initialisation code to this.
|
||||||
--> when you want to start making significant changes to the
|
--> when you want to start making significant changes to the
|
||||||
behaviour of the adventure, you will have to change any standard
|
behaviour of the adventure, you will have to change any standard
|
||||||
libraries that your adventures includes (standard.adl in ADL,
|
libraries that your adventures includes (standard.adl in ADL,
|
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adv.t in TADS). Whenever you make a change, comment at the top
|
adv.t in TADS). Whenever you make a change, comment at the top
|
||||||
of the file why you make the change, and exactly what you
|
of the file why you make the change, and exactly what you
|
||||||
changed. This is so that when your later adventures need any of
|
changed. This is so that when your later adventures need any of
|
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the features you have added, it will be easy to add them. It
|
the features you have added, it will be easy to add them. It
|
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also helps when newer releases of the adventure system arrive --
|
also helps when newer releases of the adventure system arrive --
|
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you can make the changes to the new standard library with minimal
|
you can make the changes to the new standard library with minimal
|
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hassle.
|
hassle.
|
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--> now realise that what you have written is a practice game. It
|
--> now realise that what you have written is a practice game. It
|
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probably wasn't well laid out, or well planned, or even
|
probably wasn't well laid out, or well planned, or even
|
||||||
consistent. To write your Real Adventure, you will have to go
|
consistent. To write your Real Adventure, you will have to go
|
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through some serious Design and Implementation.
|
through some serious Design and Implementation.
|
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|
|
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The classic Colossal Cave adventure has been rewritten in TADS by Dave
|
The classic Colossal Cave adventure has been rewritten in TADS by Dave
|
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Baggett <dmb@ai.mit.edu> and is available in source from the IF
|
Baggett <dmb@ai.mit.edu> and is available in source from the IF
|
||||||
archive (see Section 9) in the directory
|
archive (see Section 9) in the directory
|
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if-archive/games/others/ccr.tar.Z
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if-archive/games/others/ccr.tar.Z
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|
|
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The documentation to INFORM (see section 8) contains a wealth of
|
The documentation to INFORM (see section 8) contains a wealth of
|
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material relevant to designing adventure games under any system. This
|
material relevant to designing adventure games under any system. This
|
||||||
is highly recommended for those wishing to write their own games.
|
is highly recommended for those wishing to write their own games.
|
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|
|
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----------------------------------------
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----------------------------------------
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3 TADS
|
3 TADS
|
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|
|
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TADS stands for "Text Adventure Development System". It is available
|
TADS stands for "Text Adventure Development System". It is available
|
||||||
for MSDOS, Atari ST, Macintosh, Sun, SGI, Linux, DEC/MIPS, and NeXT
|
for MSDOS, Atari ST, Macintosh, Sun, SGI, Linux, DEC/MIPS, and NeXT
|
||||||
computers at the moment. It is available via anonymous FTP as
|
computers at the moment. It is available via anonymous FTP as
|
||||||
msdos.archive.umich.edu:msdos/games/adventure/tads.zip
|
msdos.archive.umich.edu:msdos/games/adventure/tads.zip
|
||||||
mac.archive.umich.edu:mac/game/gameutil/tads2.1.cpt.hqx
|
mac.archive.umich.edu:mac/game/gameutil/tads2.1.cpt.hqx
|
||||||
atari.archive.umich.edu:atari/Games/Tads/tads.lzh
|
atari.archive.umich.edu:atari/Games/Tads/tads.lzh
|
||||||
ftp.gmd.de:if-archive/programming/tads/
|
ftp.gmd.de:if-archive/programming/tads/
|
||||||
but these are not the latest versions (at the time of writing). The
|
but these are not the latest versions (at the time of writing). The
|
||||||
latest version, TADS 2.1, features virtual memory, expanded C-like
|
latest version, TADS 2.1, features virtual memory, expanded C-like
|
||||||
syntax, improved documentation and an improved debugger.
|
syntax, improved documentation and an improved debugger.
|
||||||
|
|
||||||
TADS is released by High Energy Software, and is shareware. Shareware
|
TADS is released by High Energy Software, and is shareware. Shareware
|
||||||
games can (and have) been written using TADS, and commercial
|
games can (and have) been written using TADS, and commercial
|
||||||
distribution of games written using TADS seems allowable. TADS
|
distribution of games written using TADS seems allowable. TADS
|
||||||
consists of a compiler (which converts the source code to adventures
|
consists of a compiler (which converts the source code to adventures
|
||||||
into TADS game code) and an interpreter (which reads the TADS game
|
into TADS game code) and an interpreter (which reads the TADS game
|
||||||
code produced by the compiler and lets users play the game).
|
code produced by the compiler and lets users play the game).
|
||||||
|
|
||||||
Registered users get a form of the interpreter which can be combined
|
Registered users get a form of the interpreter which can be combined
|
||||||
with the game code file to form a single executable for distribution.
|
with the game code file to form a single executable for distribution.
|
||||||
The interpreter is licensed for shareware use, you don't have to pay a
|
The interpreter is licensed for shareware use, you don't have to pay a
|
||||||
penny if you distribute your games via shareware. If you plan to sell
|
penny if you distribute your games via shareware. If you plan to sell
|
||||||
it commercially, contact Mike Roberts for information on getting the
|
it commercially, contact Mike Roberts for information on getting the
|
||||||
rights.
|
rights.
|
||||||
|
|
||||||
The TADS language is declarative and object-oriented. It appears very
|
The TADS language is declarative and object-oriented. It appears very
|
||||||
C-like, and the syntax shouldn't be too difficult to learn by people
|
C-like, and the syntax shouldn't be too difficult to learn by people
|
||||||
who know C or Pascal. The language provides a basic syntax, some text
|
who know C or Pascal. The language provides a basic syntax, some text
|
||||||
manipulation and support for object-oriented programming. The
|
manipulation and support for object-oriented programming. The
|
||||||
interpreter provides parsing, question-and-response I/O format, and
|
interpreter provides parsing, question-and-response I/O format, and
|
||||||
activation of the appropriate methods in objects depending on what the
|
activation of the appropriate methods in objects depending on what the
|
||||||
player types. The language has support for actors, fuses and daemons.
|
player types. The language has support for actors, fuses and daemons.
|
||||||
|
|
||||||
TADS comes with the source to a trivial adventure, and source to an
|
TADS comes with the source to a trivial adventure, and source to an
|
||||||
Infocom quality game ("Ditch-Day Drifter"). On registration of the
|
Infocom quality game ("Ditch-Day Drifter"). On registration of the
|
||||||
package, a manual can be obtained. The manual for v1.* is very good
|
package, a manual can be obtained. The manual for v1.* is very good
|
||||||
(although it doesn't explain well the contents of the standard library
|
(although it doesn't explain well the contents of the standard library
|
||||||
file, adv.t). The v2.1 manual is apparently twice the size of v1.
|
file, adv.t). The v2.1 manual is apparently twice the size of v1.
|
||||||
|
|
||||||
The prices for versions < 2.0 are:
|
The prices for versions < 2.0 are:
|
||||||
TADS shareware fee: 25.00
|
TADS shareware fee: 25.00
|
||||||
Includes printed TADS Author's Manual, the
|
Includes printed TADS Author's Manual, the
|
||||||
current TADS software on specified media,
|
current TADS software on specified media,
|
||||||
plus the source code for "Ditch Day
|
plus the source code for "Ditch Day
|
||||||
Drifter," a complete sample game.
|
Drifter," a complete sample game.
|
||||||
Deep Space Drifter: 10.00
|
Deep Space Drifter: 10.00
|
||||||
Includes "Deep Space Drifter" on the disk
|
Includes "Deep Space Drifter" on the disk
|
||||||
media specified above, plus a complete map
|
media specified above, plus a complete map
|
||||||
of the game and the DSD Hint Book.
|
of the game and the DSD Hint Book.
|
||||||
California residents please add 7% sales tax.
|
California residents please add 7% sales tax.
|
||||||
|
|
||||||
The price of v2.1 is US$40 (+ California sales tax for California
|
The price of v2.1 is US$40 (+ California sales tax for California
|
||||||
residents, $3 for shipping and handling within the US and Canada, or
|
residents, $3 for shipping and handling within the US and Canada, or
|
||||||
$8 for international air mail). If you register "Deep Space Drifter"
|
$8 for international air mail). If you register "Deep Space Drifter"
|
||||||
at the same time, the total is only US$50 (plus sales and shipping).
|
at the same time, the total is only US$50 (plus sales and shipping).
|
||||||
For more information, contact:
|
For more information, contact:
|
||||||
--> BBS: 415 493 2420 (set modem to 14400-N-8-1)
|
--> BBS: 415 493 2420 (set modem to 14400-N-8-1)
|
||||||
--> CompuServe: 73737,417
|
--> CompuServe: 73737,417
|
||||||
--> GEnie: M.ROBERTS10
|
--> GEnie: M.ROBERTS10
|
||||||
--> Internet: 73737.417@compuserve.com
|
--> Internet: 73737.417@compuserve.com
|
||||||
--> US Mail: High Energy Software, PO Box 50422, Palo Alto, CA
|
--> US Mail: High Energy Software, PO Box 50422, Palo Alto, CA
|
||||||
94303.
|
94303.
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
4 ALAN
|
4 ALAN
|
||||||
|
|
||||||
The Alan System is a special purpose language for creating interactive
|
The Alan System is a special purpose language for creating interactive
|
||||||
fiction or text adventures. It consists of a compiler which compiles
|
fiction or text adventures. It consists of a compiler which compiles
|
||||||
Alan source to an intermediate form and an interpreter that interprets
|
Alan source to an intermediate form and an interpreter that interprets
|
||||||
such an intermediate form.
|
such an intermediate form.
|
||||||
|
|
||||||
The Alan language was designed to give the maximum functionality from
|
The Alan language was designed to give the maximum functionality from
|
||||||
as little code-writing as possible. This means:
|
as little code-writing as possible. This means:
|
||||||
--> the system provides default behaviour for many things (which the
|
--> the system provides default behaviour for many things (which the
|
||||||
author can override).
|
author can override).
|
||||||
--> the system directly supports locations, objects, actors and
|
--> the system directly supports locations, objects, actors and
|
||||||
other concepts natural to the domain of interactive fiction.
|
other concepts natural to the domain of interactive fiction.
|
||||||
--> the author can extend the allowable input of the player, and
|
--> the author can extend the allowable input of the player, and
|
||||||
connect actions to that input.
|
connect actions to that input.
|
||||||
|
|
||||||
It is also a safe language in the sense that extensive compile-time
|
It is also a safe language in the sense that extensive compile-time
|
||||||
checking makes it nearly impossible to produce a game that crashes or
|
checking makes it nearly impossible to produce a game that crashes or
|
||||||
behaves inconsistently.
|
behaves inconsistently.
|
||||||
|
|
||||||
The language is declarative and very close to English. It supports
|
The language is declarative and very close to English. It supports
|
||||||
fuses and daemons by use of events, and is object-inspired (all
|
fuses and daemons by use of events, and is object-inspired (all
|
||||||
declarations are local to entities, but no inheritance).
|
declarations are local to entities, but no inheritance).
|
||||||
|
|
||||||
The Alan System is request-ware. The complete system is available
|
The Alan System is request-ware. The complete system is available
|
||||||
without charge through electronic mail. Send a message with a single
|
without charge through electronic mail. Send a message with a single
|
||||||
line:
|
line:
|
||||||
SEND INFO
|
SEND INFO
|
||||||
to
|
to
|
||||||
alan-request@softlab.se
|
alan-request@softlab.se
|
||||||
for more information.
|
for more information.
|
||||||
|
|
||||||
The complete distribution includes the compiler, the documentation, a
|
The complete distribution includes the compiler, the documentation, a
|
||||||
100+ page manual in plain text and postscript versions, some examples
|
100+ page manual in plain text and postscript versions, some examples
|
||||||
and the interpreter with debugging support. The interpreter can be
|
and the interpreter with debugging support. The interpreter can be
|
||||||
redistributed with your games, so this seems to open the way for
|
redistributed with your games, so this seems to open the way for
|
||||||
commercial and shareware release.
|
commercial and shareware release.
|
||||||
|
|
||||||
The manual is available from the IF archive (see Section 9) in the
|
The manual is available from the IF archive (see Section 9) in the
|
||||||
directory
|
directory
|
||||||
if-archive/programming/alan/manual.zip
|
if-archive/programming/alan/manual.zip
|
||||||
|
|
||||||
The current version of Alan is 2.4 which runs on Sun/UNIX, Amigas, PCs
|
The current version of Alan is 2.4 which runs on Sun/UNIX, Amigas, PCs
|
||||||
(MSDOS and OS/2) and VAX/VMS. A major revision of the manual is
|
(MSDOS and OS/2) and VAX/VMS. A major revision of the manual is
|
||||||
planned, and a larger game is also being worked on for release.
|
planned, and a larger game is also being worked on for release.
|
||||||
|
|
||||||
The authors may be contacted at:
|
The authors may be contacted at:
|
||||||
|
|
||||||
alan-request@softlab.se pseudo-mail-server for deliveries
|
alan-request@softlab.se pseudo-mail-server for deliveries
|
||||||
thoni@softlab.se
|
thoni@softlab.se
|
||||||
gorfo@ida.liu.se
|
gorfo@ida.liu.se
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
5 ADVSYS
|
5 ADVSYS
|
||||||
|
|
||||||
ADVSYS (ADVenture SYStem) was written by David Betz, and the latest
|
ADVSYS (ADVenture SYStem) was written by David Betz, and the latest
|
||||||
version (1.3) is based on the 1986 release of 1.2 which seems more
|
version (1.3) is based on the 1986 release of 1.2 which seems more
|
||||||
prolific. This package consists of LaTeX and ASCII documentation, C
|
prolific. This package consists of LaTeX and ASCII documentation, C
|
||||||
source code for the compiler and interpreter, and the source code for
|
source code for the compiler and interpreter, and the source code for
|
||||||
several sample adventures (as well as a demonstration library). It
|
several sample adventures (as well as a demonstration library). It
|
||||||
was written up in Byte magazine [reference here].
|
was written up in Byte magazine [reference here].
|
||||||
|
|
||||||
The language is LISP-like, and object-oriented. The game has no
|
The language is LISP-like, and object-oriented. The game has no
|
||||||
knowledge of the difference between actors, objects, locations, etc --
|
knowledge of the difference between actors, objects, locations, etc --
|
||||||
all this must be present in the game code. As such, the runtime
|
all this must be present in the game code. As such, the runtime
|
||||||
library is rather more complex than might be desired. Actors, fuses
|
library is rather more complex than might be desired. Actors, fuses
|
||||||
and daemons can all be implemented easily.
|
and daemons can all be implemented easily.
|
||||||
|
|
||||||
There is [somewhere] a library of code developed by the (now-defunct)
|
There is [somewhere] a library of code developed by the (now-defunct)
|
||||||
ADVSYS mailing list. This provides rather better code than the
|
ADVSYS mailing list. This provides rather better code than the
|
||||||
library distributed with ADVSYS, and includes containers and limits to
|
library distributed with ADVSYS, and includes containers and limits to
|
||||||
containment.
|
containment.
|
||||||
|
|
||||||
The documentation says "Permission is hereby granted for unrestricted
|
The documentation says "Permission is hereby granted for unrestricted
|
||||||
non-commercial use". You might have to contact David Betz to ask
|
non-commercial use". You might have to contact David Betz to ask
|
||||||
about commercial and shareware distribution.
|
about commercial and shareware distribution.
|
||||||
|
|
||||||
ADVSYS was posted to comp.sources.games, and appeared in volume 2. It
|
ADVSYS was posted to comp.sources.games, and appeared in volume 2. It
|
||||||
can, therefore, be found on any FTP site that archives it. Two such
|
can, therefore, be found on any FTP site that archives it. Two such
|
||||||
FTP sites are:
|
FTP sites are:
|
||||||
ftp.uu.net:/usenet/comp.sources.games/volume2/advsys
|
ftp.uu.net:/usenet/comp.sources.games/volume2/advsys
|
||||||
wuarchive.wustl.edu:/usenet/comp.sources.games/volume02/advsys
|
wuarchive.wustl.edu:/usenet/comp.sources.games/volume02/advsys
|
||||||
|
|
||||||
An ANSI C version is available, on the IF Archive site (see section 9).
|
An ANSI C version is available, on the IF Archive site (see section 9).
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
6 ADL
|
6 ADL
|
||||||
|
|
||||||
ADL (Adventure Design Language) was written by Ross Cunniff and Tim
|
ADL (Adventure Design Language) was written by Ross Cunniff and Tim
|
||||||
Brengle. The package posted to comp.sources.games consists of plain
|
Brengle. The package posted to comp.sources.games consists of plain
|
||||||
ASCII documentation, C source for a compiler, interpreter and
|
ASCII documentation, C source for a compiler, interpreter and
|
||||||
debugger, and several sample adventures (ranging from the complex to
|
debugger, and several sample adventures (ranging from the complex to
|
||||||
the very simple) which illustrate the various features of ADL.
|
the very simple) which illustrate the various features of ADL.
|
||||||
|
|
||||||
ADL is a declarative, semi-object-oriented language. It has the
|
ADL is a declarative, semi-object-oriented language. It has the
|
||||||
concept of methods (procedures that are attached to objects) but not
|
concept of methods (procedures that are attached to objects) but not
|
||||||
inheritance. This means that an object-oriented style of programming
|
inheritance. This means that an object-oriented style of programming
|
||||||
will be rather inhibited.
|
will be rather inhibited.
|
||||||
|
|
||||||
The language recognises actors, locations and objects as being
|
The language recognises actors, locations and objects as being
|
||||||
distinct. Fuses and daemons are supported in the language. A
|
distinct. Fuses and daemons are supported in the language. A
|
||||||
standard library comes with the package, that gives a firm foundation
|
standard library comes with the package, that gives a firm foundation
|
||||||
to write games on.
|
to write games on.
|
||||||
|
|
||||||
The documentation is very close to being excellent, and contains a
|
The documentation is very close to being excellent, and contains a
|
||||||
full language reference. The documentation doesn't appear to contain
|
full language reference. The documentation doesn't appear to contain
|
||||||
any guide to distribution of anything but the source code. Therefore
|
any guide to distribution of anything but the source code. Therefore
|
||||||
it may be legal to distribute the compiled interpreter with your game.
|
it may be legal to distribute the compiled interpreter with your game.
|
||||||
For more information, you should contact the authors at:
|
For more information, you should contact the authors at:
|
||||||
|
|
||||||
USMAIL: Ross Cunniff
|
USMAIL: Ross Cunniff
|
||||||
636 La Grande, #7
|
636 La Grande, #7
|
||||||
Sunnyvale, CA 94087
|
Sunnyvale, CA 94087
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
7 OASYS
|
7 OASYS
|
||||||
|
|
||||||
OASYS stands for Object-Oriented Adventure System. It was distributed
|
OASYS stands for Object-Oriented Adventure System. It was distributed
|
||||||
in comp.binaries.ibm.pc in 1992, and is available from any FTP site
|
in comp.binaries.ibm.pc in 1992, and is available from any FTP site
|
||||||
which archives cbipc. It was written by Russell Wallace, who is
|
which archives cbipc. It was written by Russell Wallace, who is
|
||||||
reachable via e-mail as RWALLACE@vax1.tcd.ie.
|
reachable via e-mail as RWALLACE@vax1.tcd.ie.
|
||||||
|
|
||||||
The package has documentation, two sample adventures, C source for the
|
The package has documentation, two sample adventures, C source for the
|
||||||
compiler and interpreter, and MS-DOS binaries for the compiler and
|
compiler and interpreter, and MS-DOS binaries for the compiler and
|
||||||
interpreter. The source is missing an include file (Russell will
|
interpreter. The source is missing an include file (Russell will
|
||||||
provide it on request) and shouldn't be very difficult to port to non
|
provide it on request) and shouldn't be very difficult to port to non
|
||||||
MS-DOS systems.
|
MS-DOS systems.
|
||||||
|
|
||||||
The language is declarative, and (not really) object-oriented. The
|
The language is declarative, and (not really) object-oriented. The
|
||||||
major limitation of the parser is that it forces the player to type
|
major limitation of the parser is that it forces the player to type
|
||||||
the adjectives along with the noun ("ceramic key" must be typed, even
|
the adjectives along with the noun ("ceramic key" must be typed, even
|
||||||
if there are no other keys accessable). This may be fixed later.
|
if there are no other keys accessable). This may be fixed later.
|
||||||
|
|
||||||
Actor support is provided, and players can issue commands to other
|
Actor support is provided, and players can issue commands to other
|
||||||
actors. [fuses? daemons?]
|
actors. [fuses? daemons?]
|
||||||
|
|
||||||
There don't appear to be any legal restrictions, so you can probably
|
There don't appear to be any legal restrictions, so you can probably
|
||||||
distributed compiled interpreters with your commercial/shareware/free
|
distributed compiled interpreters with your commercial/shareware/free
|
||||||
games.
|
games.
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
8 INFORM
|
8 INFORM
|
||||||
|
|
||||||
INFORM was written by Graham Nelson at Oxford University, UK. It is a
|
INFORM was written by Graham Nelson at Oxford University, UK. It is a
|
||||||
compiler that produces Infocom story files. There are many
|
compiler that produces Infocom story files. There are many
|
||||||
public-domain interpreters for these files, available from the
|
public-domain interpreters for these files, available from the
|
||||||
Interactive Fiction archive site.
|
Interactive Fiction archive site.
|
||||||
|
|
||||||
The compiler is written in ANSI C, and is freely available (but not
|
The compiler is written in ANSI C, and is freely available (but not
|
||||||
public domain). It produces version-3 files from a fairly C-like
|
public domain). It produces version-3 files from a fairly C-like
|
||||||
source language, and can produce version-5 files as well (an important
|
source language, and can produce version-5 files as well (an important
|
||||||
innovation since they are twice as large --- Trinity-sized instead of
|
innovation since they are twice as large --- Trinity-sized instead of
|
||||||
Zork-1-sized). The documentation (in the same package as the source)
|
Zork-1-sized). The documentation (in the same package as the source)
|
||||||
contains a description of INFORM, as well as a specification of the
|
contains a description of INFORM, as well as a specification of the
|
||||||
story file form. It also contains enough articles for a short book on
|
story file form. It also contains enough articles for a short book on
|
||||||
game design, which are not specifically about INFORM.
|
game design, which are not specifically about INFORM.
|
||||||
|
|
||||||
Two example games are included, one medium-sized and one trivial.
|
Two example games are included, one medium-sized and one trivial.
|
||||||
Both the source files and the story files are included. There are
|
Both the source files and the story files are included. There are
|
||||||
also fully modifiable libraries, which are heavily commented.
|
also fully modifiable libraries, which are heavily commented.
|
||||||
|
|
||||||
INFORM is genuinely free, and the rights to a game it produces belong
|
INFORM is genuinely free, and the rights to a game it produces belong
|
||||||
to the author of the game.
|
to the author of the game.
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
9 Interactive-Fiction FTP Site
|
9 Interactive-Fiction FTP Site
|
||||||
|
|
||||||
The FTP site ftp.gmd.de:/if-archive contains most, if not all,
|
The FTP site ftp.gmd.de:/if-archive contains most, if not all,
|
||||||
of the software mentioned here as well as interpreters for Infocom
|
of the software mentioned here as well as interpreters for Infocom
|
||||||
games, source and binaries for many other games and sundry information
|
games, source and binaries for many other games and sundry information
|
||||||
files too numerous to mention.
|
files too numerous to mention.
|
||||||
|
|
||||||
ftp.gmd.de:/if-archive is mirrored in
|
ftp.gmd.de:/if-archive is mirrored in
|
||||||
wuarchive.wustl.edu:/doc/misc/if-archive.
|
wuarchive.wustl.edu:/doc/misc/if-archive.
|
||||||
|
|
||||||
The latest FAQ is stored here as
|
The latest FAQ is stored here as
|
||||||
if-archive/info/authoring-systems.FAQ and as
|
if-archive/info/authoring-systems.FAQ and as
|
||||||
if-archive/programming/general-discussion/authoring-systems.FAQ
|
if-archive/programming/general-discussion/authoring-systems.FAQ
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
Z Credits
|
Z Credits
|
||||||
|
|
||||||
Nathan Torkington <Nathan.Torkington@vuw.ac.nz>, David Librik
|
Nathan Torkington <Nathan.Torkington@vuw.ac.nz>, David Librik
|
||||||
<librik@cory.Berkeley.EDU>, Dave Baggett <dmb@case.ai.mit.edu>, Thomas
|
<librik@cory.Berkeley.EDU>, Dave Baggett <dmb@case.ai.mit.edu>, Thomas
|
||||||
Nilsson <thoni@ida.liu.se>, Graham Nelson <nelson@vax.ox.ac.uk>,
|
Nilsson <thoni@ida.liu.se>, Graham Nelson <nelson@vax.ox.ac.uk>,
|
||||||
Volker Blasius <blasius@gmd.de> and the documentation for the various
|
Volker Blasius <blasius@gmd.de> and the documentation for the various
|
||||||
systems mentioned here.
|
systems mentioned here.
|
||||||
|
|
||||||
|
|
||||||
Aesop's Fables Translated by George Fyler Townsend
|
Aesop's Fables Translated by George Fyler Townsend
|
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