Hi Dark,
Yes, the amount of text is really the key difference. Roguelike games,
like most games, aren't especially concerned with a great amount of
describing your surroundings in great detail, or giving you lots of
historical information about this or that place in the game world. There
is a lot of text involved in a game like Sryth, Kingdom of Loathing, or
any other game along those lines.
dark wrote:
Point taken Tom on the text front, ----- I actually understood your
php example pretty well given my knolidge of html, ---- ;D.
I suppose the crytical difference here is with Angband's presentation.
It doesn't need to worry about presenting several thousand screens of
actual text and linking them via key presses or whatever, it just
needs to defign a number of objects, ----- player, monsters, npcs,
walls doors and items which are presented randomly on a grid pattern
with certain rules and attributes attached to them, and set up the
various reactions for what happenes when two of these objects
interact, rather than completely rewrite all in game screens for each
game event as happens in a gamebook style game or your example.
I was just particularly interested in the use of text files, sinse
that's one of Angband's actual strengths, and the reason players have
been able to create so many different varients and alternative
versions of the game so easily.
Your example though also makes me wonder about early 80's rpgs like
Eamon and fallthru and how much doing they must have taken to create.
Beware the rue!
Dark;.
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