---v----v----v----v----v---
| _______ |
> One / \ G <
| Lousy / \ U |
> Point | ___ | E <
| | (___) | |
> <--)___(--> P <
| / / \ \ o |
> / / \ \ s <
| |-|---------|-| t |
> | | \ _ / | | a <
| | | --(_)-- | | g |
> | | /| |\ | | e <
| |-|---|_|---|-| |
> \ \__/_\__/ / <
| _/_______\_ |
> | f.m.l.c. | <
| ------------- |
> <
| Donald Woods, Editor |
> Spelunker Today <
| |
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https://news.ycombinator.com/item?id=23114927https://www.youtube.com/watch?v=A8Z1cKUxD9c
https://crpgadventures.blogspot.com/2016/05/zork-victory-sor...
I remember figuring out the mechanisms that the book introduced: what kind of rudimentary data structures to use to represent the state of the world, the locations of objects, etc.
I got some simple stuff to work, you could navigate the world, pick up and drop objects, etc. but then my motivation gradually ran out because I didn't have a clearly defined design for the game I was going to build.
I had a few pirated games (C64, Amiga): "Death in the Caribbean", "The Pawn", etc but never had the motivation to stick with them past the first or second puzzle. The puzzles seemed like if the answer didn't arrive via a flash of divine inspiration, there was no way to figure it out based on logical reasoning. Maybe that part of my brain wasn't developed back then.
But also I had access to TADS and early Inform (at home) and still wound up building a couple in BASIC (because school computer labs would have that available).
Wow, that's dedication!
I wrote my own adventure game for my Commodore PET, which had 8K of RAM. It worked well, but after three rooms of content, I ran out of RAM, so then I gave up.
I created parser recursion in BASIC (without a stack or a then non-existent GOSUB), using a string as the stack, including a character as a return destination (i.e. a flag for conditional GOTOs).
I was so proud of my parser!
A wrote many great unfinished games. I was more interested in better coding than completion, but the games still had a lot of color.
One Easter egg was if you typed “sh*t” the response was: “YOU HAVE DROPPED THE DUNG”.” You could do that anywhere, so a great way to detect you had walked in a circle in a maze or forest.
Later I used strings as a heap to define very simple 3D vector geometry.
(In early MATLAB, I prototyped some code with tree data structures implemented with an array, before they introduced their structures. The latter code shipped.)
My brothers got a lot of laughs out of those "programs".
Fast-forward 45 years and whose laughing now?! :)
Around the same time (1988) my best friend and I started making our first game in HyperCard. Getting more immediate results from that is probably how I ended up a SWE instead of in aerospace.