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!


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