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- How to write an Adventure
-
- It seems to me that there have got to be others out there in modem ì
- country who have adventure running around in their heads. If you are like me, ì
- you are brimming over with plots, and just can't fathom how to code them. ì
- Well, since I started writing adventures in 1981, I've learned alot about how ì
- to code. In the this series of files (and it may take a few days for them to
- all appear) we'll demonstrate how to make the computer understand our input ì
- and act out the adventure. The coding is coing to be "plain vanilla"... ì
- nothing fancy with the screen or machine specific. Just code that will create ì
- an adventure, and which will be easily transportable from machine to machine.
-
-
- Some conventions in Adventuring
-
- An adventure is a hybrid sort of program. It is a semi-intelligent ì
- word-recognition program which takes simple english commands and acts upon ì
- them, updating some sort of situation display in the process. The point of an ì
- adventure is almost always a puzzle. The puzzle may be escape from an ì
- unpleasant fate or surrounding, or the gathering of treasure or other prizes.
- What all adventures have in common are some basic concepts, and some ì
- basic parts.
- The first part of the adventure is the situation display. This may take ì
- the form of a simple display that says:
-
- YOU SEE: A GRASSY MEADOW
- VISABLE OBJECTS: A TALL OAK TREE
- YOU CAN GO: N,S,E,W,U
-
- This is the format made popular by Scott Adams, and most adventurers ì
- have, at one time or another seen this style display. It is easy to code, and ì
- easy for the player to understand. A little harder to code is the interactive ì
- fiction/text adventure. The same display above would read like this:
- YOU ARE IN A GRASSY MEADOW. THERE IS A TALL OAK TREE NEARBY. YOU CAN GO ì
- NORTH, EAST, SOUTH, OR WEST, AND THE TREE LOOKS CLIMBABLE.
- This is tougher to code, and unless there is interest in examples of it, ì
- we probably are not going to go into it here.
- The second part of the adventure is the command parser. It begins with a ì
- prompt asking for user input (ex: WHAT WOULD YOU LIKE TO DO?). After ì
- accepting the user input, the parser does a number of things.
- 1. It checks to see if there are two words present.
- 2. If only one word is present, it diverts the flow of the program to the ì
- single word recognition list.
- 3. If two words are present, it divides the input string into two parts, ì
- and passes the parts to the command interpreter.
- The Command interpreter is the third and most complex part of the ì
- adventure. It is usually organized along these lines:
- First, the verb is evaluated. If a good verb (understood by the program) ì
- control is passed to a set of lines in the code designed to deal with that ì
- verb.
- Second, the noun is evaluated. If the noun is one recognized as having ì
- meaning in the context of the verb, action takes place. If not, then a message ì
- is printed indicating that the input is meaningless.
-
- Pre-planning
-