From: Dido Sevilla Date: 2008-01-25T13:43:51+09:00 Subject: Re: Learning to build a MUD On Jan 24, 2008 5:18 AM, Kyle Schmitt wrote: > It's a good idea actually. Make a zork/adventure-like game. > Heck, hard-code the map into it if it makes it easier for you to write it.... > _Then_ make it zork like (the zork series was an engine that could > load scenario/game file if I'm recalling correctly.) by turning it > into a seprate engine and scenario. The adventure game description languages I've seen (such as that created by David Betz) all seem to be heavily based on Lisp, and it seems natural to do things that way. I don't see it being that much harder to make a DSL for adventure games in Ruby. At its heart an adventure game is really a database with a lot of business logic attached to it... hmm, not really that much different from a complex web application. The hard part in making an adventure game is writing the scenario. That takes talent quite apart from coding, and is more in the domain of creative writing. -- 普通じゃないのが当然なら答える私は何ができる? 普通でも普通じゃなくて感じるまま感じることだけをするよ! http://stormwyrm.blogspot.com