4 ms·
The Caves of Clojure: Part 4
- joeyespo 14y agoPrevious discussions: Part 1: http://news.ycombinator.com/item?id=4212948 http://news.ycombinator.com/item?id=4212948 Part 2: http://news.ycombinator.com/item?id=4214606 http://news.ycombinator.com/item?id=4214606 Part 3.1: http://news.ycombinator.com/item?id=4218287 http://news.ycombinator.com/item?id=4218287 (No comments right now on the others.)
- runevault 14y agoPart 3.2: http://news.ycombinator.com/item?id=4223832 http://news.ycombinator.com/item?id=4223832 Part 3.3: http://news.ycombinator.com/item?id=4229181 http://news.ycombinator.com/item?id=4229181 For completeness sake.
- wink 14y agoGreat idea with the aspects. Can't wait to read more :)
- dminor 14y agoIn the parlance of the game industry this is something of an entity/component system, which allows one to swap out capabilities as needed.
- mark_l_watson 14y agoI have really been enjoying this series, thanks. I wrote a large text adventure game for the Apple II by getting a large piece of paper and drawing connected circles. Connections were the navigation paths and circles represented places and the things in those places. What I remember most about this experience was the relatively large effort to design everything on a large piece of butcher paper and how quick and easy it was to then translate to a Basic program. The scale of public networks has really changed: I was thrilled that 900 people downloaded my game from Compuserve over a year (or so) period; today I get 900 downloads of one of my free books every two days. Anyway text adventure games are a lot of fun to write.