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I created a scripting language for my interactive fiction engine because the existing ones have too many assumptions about gameplay. It's Turing complete with u
by Paul_S 10y ago
I created a scripting language for my interactive fiction engine because the existing ones have too many assumptions about gameplay. It's Turing complete with ultra minimalist syntax using punctuation as the few keywords it has.
- throwaway7645 10y agoGithub page? Sounds interesting as I've always wanted to write one, but never had the time and I'm sure Inform7 is bigger than what I need.
- Paul_S 10y agoI keep my Internet personas separate - just like your throwaway7645 account name suggests you do. It's not that big, I wrote it in between jobs. It's only there so that non-tech people can write stories for it. Nowadays I'd just use any old scripting language and write a library for that instead. I suggest you go with that solution instead.
- klibertp 10y agoIs it (the engine) multiplayer capable? I'm working on a cross between IF and LP-style MUDs with support for graphics and sounds, using Io as both implementation language and scripting language (and probably Nim for GUI once I get to it). The code lives here: https://github.com/piotrklibert/mrtr https://github.com/piotrklibert/mrtr and is currently a mess, I also got side-tracked and started porting pyparsing to Io to get a nice DSL for parsing user's commands, but the idea has been on my minds for a very long time and I'm determined to finally do something about it. I'd be happy to learn more about your project and to chat about it if you'd like.
- Paul_S 10y agoMine was single player and had no parser as it was intended for touchscreens and drop down menu interface. Also see my reply below - your solution is far more sensible and is what I would go with today too.