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Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
- imode 9y agothis is so awesome! you could turn this into a MUD by just letting people in via SSH. if you supported auto-reloading your YAML files during play (or just keeping track of loaded files), you could support online creation! I'm fascinated.
- stuaxo 9y agoI love the idea of soundfx by aplay, this would be such a layering violation in any other fs, its delicious.
- monk_e_boy 9y agoWhat twisted mind thought of this?!
- Zancarius 9y agoIf you want twisted, I can't help but think of Doom as a Process Management Tool (2001) [1]. [1] https://www.cs.unm.edu/~dlchao/flake/doom/chi/chi.html https://www.cs.unm.edu/~dlchao/flake/doom/chi/chi.html
- seanp2k2 9y agoDon't forget https://schemaverse.com https://schemaverse.com : """ The Schemaverse is a space-based strategy game implemented entirely within a PostgreSQL database. Compete against other players using raw SQL commands to command your fleet. Or, if your PL/pgSQL-foo is strong, wield it to write AI and have your fleet command itself! """
- appden 9y agoPure genius.
- Daviey 9y agoReminds me of a cross between Zork Shell (not zsh): https://groups.google.com/forum/#!topic/alt.folklore.computers/OHW6LOCLzos https://groups.google.com/forum/#!topic/alt.folklore.compute... And a game called "Virus!" on the Amiga in the early 1990's, which I haven't been able to track down.
- LeoPanthera 9y agoHere is Virus for the Amiga. https://david.gloveraoki.net/f/Virus.adf.gz https://david.gloveraoki.net/f/Virus.adf.gz But it bears little resemblance to this game, so I wonder if you are thinking of something else. PS. I self-hosted this file, but what's the go-to service for flinging arbitrary files across the internet these days?
- digi_owl 9y agohttp://www.mobygames.com/game/windows/virus-the-game http://www.mobygames.com/game/windows/virus-the-game Could be this one, though it is for Windows. It basically turn a folder tree into a Decent clone. Complete with using media files stored in said folders within the game.
- LeoPanthera 9y agoThe 3D graphics in that game are well beyond what most classic Amigas were capable of.
- digi_owl 9y agoMy apologies. I just figured that between the context of the discussion and the name of the game, he may have gotten the platform wrong.
- LeoPanthera 9y agoNo need to apologize! You could easily have been right.
- Jemaclus 9y agoI'm building a MUD in Go right now, so this is pretty timely. Really creative take on the genre!
- Diederich 9y agoCool! What kind of MUD, if you don't me asking?
- Jemaclus 9y agoIt's a Merc/Diku inspired version. The codebase is written in Go, and the data is stored in JSON files. I'll open source it, eventually. It's feature-complete, I just need to get some bare-bones data in there (like starting areas, items, mobs, etc). Maybe in another month or two. :)
- nugget 9y agoYou could allow (trusted) players to customize rooms and objects with an in-world accessible Lua layer similar to how LPMUDs used LPC. That would be pretty cool. MUDs taught me how to write creatively, but not how to code; in the future they could do both.
- Jemaclus 9y agoSounds awesome! I do have some built in methods to instantiate mobs, objects, and rooms, then save them to disk, but they're pretty basic and don't allow more advanced things like scripting events or locking doors and things like that.
- Diederich 9y agoI was already a fairly creative writer when I got into MUDs, but my coding skills were weak and pretty disorganized. Programming a DIKU MUD back in the early 90s that people actually used and enjoyed required me to step up my focus and skills, which got me ready to enter the tech industry proper in the mid 90s. In-world Lua is a great idea. All of the core MUD programming back then was, of course, written in C, but player (and admin) scripting was done with an embedded Perl interpreter.
- ksherlock 9y agodunnet (emacs) exposed the world via a filesystem, too.
- deleted 9y ago[deleted]
- fiatjaf 9y agoPure genius.
- johnfn 9y agoWhen I was back in elementary school, a friend thought up this brilliant idea that we called "foldermazes", which were basically choose your own adventure games, but the way you chose your adventure was by selecting which folder to go down. I was and still am fascinated by just how brilliant of an idea it was! Of course there were problems. One that I recall was that I didn't want to have to maintain k^n separate branches of story, so I'd prune off incorrect branches quickly by having your character die or something. :) We hit the maximum depth for folders very quickly, so I came up with the idea of having a routing table at the base, which was just a single folder with folders labeled 1-10000 inside it. The idea was that you'd get to maximum depth, and then get a number to go into the routing table and continue the adventure. The hope was that there were so many folders within the routing table that it'd be impossible to guess a correct path by chance. (And of course, all the invalid folders had a message like "stop trying to cheat, you cheater! YOUR CHARACTER DIES INSTANTLY!" Remember... 5th grade. :)) I remember working frantically on a "foldermaze" at home for hours, then attempting to put it on a floppy disk. Turns out that is not the sort of operation Windows 95 was optimized for at all - it took hours. (The maze had tens of thousands of folders, most inside the routing table.) Then after a certain point it just failed with "disk full". This really stumped me as a 5th grader. How could the disk be full? Inspecting the properties of my foldermaze showed that it took up 0MB! Far less than the 1.44MB offered by the floppy... Eventually I pieced together that folders must take up some marginal amount of space more than 0. The property inspector was lying to me! That was very surprising as a kid. Anyways, this seems like what we did, but way more cool. :)
- jstanley 9y ago> One that I recall was that I didn't want to have to maintain k^n separate branches of story, so I'd prune off incorrect branches quickly You could always merge storylines later on by symlinking them to the same place! (Maybe not on Windows).
- x1798DE 9y ago> You could always merge storylines later on by symlinking them to the same place! > (Maybe not on Windows). Windows has "shortcuts", which should work if there is some problem with symbolic links.
- KC8ZKF 9y agoHas anybody made adventure in git?
- LeonB 9y agoI made a folder based hangman game back in 2012. http://secretgeek.net/folderGame http://secretgeek.net/folderGame
- xg15 9y agoSo what happens if I run grep -R?
- cjhanks 9y agoYou die, instantly.
- kdazzle 9y agoThis is awesome - the file/folder metaphor for data has always been pretty boring
- nabla9 9y agofind . -name "sword"
- Tepix 9y agoBy the time the command is done the hero died of thirst.