Well, there is in fact a lot of text and messages in Angband, ----- but
mostly that comes from a number of text files which function as databases to
provide object descriptions and in game events rather than actually telling
you anything about the environment (as I said, this is why i believe it will
be possible to make Angband playable without access to the graphics).
But i do take the point about general environment. In angband, it's simply
necessary to have an object and say it's a tree when your targiting curser
hits it, with it's relation to the player's character totally worked out by
space, you don't need to describe anything at all.
Beware the Grue!
Dark.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, July 16, 2009 11:20 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch
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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