home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Mega Top 1
/
os2_top1.zip
/
os2_top1
/
DOS_GG
/
COMCAT
/
VOL29.ARJ
/
VOL2910
< prev
next >
Wrap
Text File
|
1992-01-07
|
4KB
|
85 lines
Volume 2910 - Released september 1986 - Abstract (C) CP/MS gg
CP/MS gg NL volume 2910 !360 K disk!
gelijk aan PC/SIG no. - , PCgg ?
Titel:GAGS Generic Adventure Game System
Number Name Size Date Comments
910.01 ARC51 COM 59396 2-13-86 ARChive - unpack .ARC files
CATALOG 910 560 8-12-86 This list
910.02 GAGS106B ARC 200179 6-19-86 Generic Adventure Game System V 1.06B
910.03 GAGSDOCS ARC 69411 6-15-86 GAGS 1.06B - packed DOC files
910.04 GO BAT 140 6-20-86 Instruction
910.05 INSTALL BAT 1629 6-20-86 Install on two floppies
910.06 INSTALLH BAT 459 6-20-86 Install on harddisk (C:)
910.07 README 1ST 108 6-20-86 Introduction
910.08 VOL2910 ABS 3456 8-12-86 Disk abstract (Zorro)
9 File(s) 21504 bytes free on volume VOL2910
_____________________________________
| |
| The Generic Adventure Game System |
|_____________________________________|
(version 1.06b)
Hardware Requirements
---------------------
The Generic Adventure Game System requires a computer with at
least 256K of memory, MS-DOS 2.1, and at least one disk drive.
Several efforts have been made to write "adventure game
generators", programs which would ask for input detailing the
arrangement of an adventure and then generate a BASIC program for
the scenario. Unfortunately, these generators too often were not
complex enough to generate powerful adventures, or were too
complex to use by someone who didn't want to write an adventure
game in the first place.
Enter GAGS
----------
The Generic Adventure Game System was written in an effort
to make writing an adventure game as simple as possible, while
still permitting a great deal of flexibility. It _cannot_ be used
to write an adventure game with as many complex features as
Infocom's. To do so would require developing a complete adventure
game programming language, as Infocom has done, and would require
adventure-game writers to learn a very complex set of rules.
Of course, developing ANY playable, enjoyable adventure game
takes time. You need to set up a map, and then type in the valid
movements from room to room and the full text descriptions for
each room, noun, and creature. While using GAGS is far less
complex than writing an adventure game from scratch in Pascal,
BASIC, or any other language, it will still take you many hours to write a
game using GAGS. Part II explains how you can write
your own adventure.
There are two clear advantages to the Generic Adventure Game
System (GAGS). First, GAGS uses a standard-format text file for
its data, and the adventure game can be modified simply by
editing the data file with any text editor. Debugging the game
involves playing it: as problems are discovered, the text file
can be edited and the game re-played. Once a basic game is
developed, it can be extended by adding new rooms or special
features (much the same way Adventure was enhanced).
Second, GAGS is infinitely expandable because the complete
Turbo Pascal source code is available. If you decide that another
verb should be available, you can add it. If you think the parser
is too simple, you can try to patch it -- or completely re-write
it. By modifying the source code, you can add new features to the
game which aren't available in the basic system. (Of course,
modifying the source code could lead to week-long debugging
sessions while you try to figure out why this particular
procedure is infinitely recursive or why the hard disk is reformatted
wheneveryou try to move east.)
Included on the disk is one complete demonstration adventure, ADVENT.
Although derived from the original adventure, it uses some new ideas - every
of the 68 rooms full of it. The environment is Washington, D.C., in the year
2093. After a nuclear war, you are looking for shelter - and find an
underground complex where the rich people hided for the war. It is told that
rich treasures can be found there. Many have entered, and few have come
out........