The entrance to a small personal site
t-ravis.com
t-ravis.com
The usual one is whether the code is somewhere. The short term answer is no, but I did pick out a name and set up a repo for anyone interested to watch, if I ever get to that point: https://github.com/abathur/roomstead
Gameplay is missing a few niceties that you see in slightly more sophisticated games (but, I see you listed LPC as a programming language, so I assume you know that). For instance, if the visible exits are north and south, I can't 'go north'. Instead, I just have to enter 'north' as a command. Likewise, I can't 'look at' a thing; it's just 'look <thing>'. It'd also be great to be able to 'take', 'get', and 'drop' certain things.
On the plus side, I like what happens when you do 'report bug'. At one time, I also considered making a resume kind of like this, except my idea was to embed it as JS code inside a PDF document. The PDF version of the resume doesn't look very good, though. It has a mostly blank first page with just a title, header, and footer when I 'print' it on my machine.
Yes, the mechanics/mudlib are a bit sparse. It's stacked on top of a ~terminal JS library, but all of the ~MUD behavior is hand-rolled. It's a bit LP/LD-family-esque, but I've tried to completely exclude as many concepts (health, heartbeats, resets, classes, etc.) as I can get away with.
(Though, if I abstract out and publish the ~game/mudlib layers at some point, I don't think I'd be opposed to it accumulating some features beyond my own golden path.)
Also, btw, "examine" (or "x" for short) is a popular alternative to "look".
a growing set of Gen Alpha kids are doing the same in "metaverse"-branded online worlds, but earning a little crypto here and there from whatever they launch or interact with and use it to buy knockoff jpeg apes
maybe a lot of things make more sense with that knowledge, not a lot of people understand whats going on yet, but probably the same distribution of people that figured out children with computers were portscanning in whatever decade that was
We really are approaching "Snow Crash" in real life
The map gets a bit hard to read for the 3-emoji rooms, though. Screenshot (spoilers!): https://i.imgur.com/4yDGeN8.png
I also nearly lost because I didn't go back after getting the gold key, but that might be on me, haha.
Yeah, I didn’t realize at the time that up-to-date emoji support wasn’t universal, even on the latest OS versions. The “extra” emoji are a result of your system not yet supporting some of the symbols used.
I chose emoji more carefully in my next game, a demo of the excellent interactive fiction game Counterfeit Monkey originally by Emily Short:
https://memalign.github.io/m/counterfeitmonkey/index.html
And a more jokey game of Pac-Man:
Just checked it out again, but apparently it's been seized by Gotham police
I remember when Mode 13h took over and things got a lot more complicated (and also fun, for those who could work it all out). Once I had mastered Mode 13h, a whole new world opened but I wondered how someone could dive into programming if that was the first hill to climb.
And then the demo scene hit me, along with hacky but exciting 3D-2D projections, from plasmas and fractals to Voxel graphics (Commanche!), and that eventually required even more complicated maths that threw me out of the game-making. I remember at the time that I couldn't wait to "grow up" and reach a stage in school where they'd teach me the maths necessary to keep up with the requirements of game design at the time. I never returned to it, unfortunately.
Text adventures were a fantastic and light-weight way into all of it. Every time I try to convince a kid to try and make one, they struggle to get excited about it. They want to make Minecraft and Fortnite, and I don't even know where to begin to explain. So, yeah. Time to learn Unity.
For anyone curious to travel back in time over Christmas or so, here's a bit about Mode 13h: https://en.wikipedia.org/wiki/Mode_13h
And here's a nice book on Game Design of that era, around the infamous Wolfenstein 3D: https://fabiensanglard.net/gebbwolf3d.pdf
Text adventures are still alive. Its just called Interactive Fiction now. There's also a whole bunch of modern (often open source) tools available to create them.
Competitions: https://ifcomp.org/comp/2021
IFDB: https://ifdb.org/