drob518
2 days agoreticulated
2 days agodrob518
2 days agoDonHopkins
2 days ago ---v----v----v----v----v---
| _______ |
> One / \ G <
| Lousy / \ U |
> Point | ___ | E <
| | (___) | |
> <--)___(--> P <
| / / \ \ o |
> / / \ \ s <
| |-|---------|-| t |
> | | \ _ / | | a <
| | | --(_)-- | | g |
> | | /| |\ | | e <
| |-|---|_|---|-| |
> \ \__/_\__/ / <
| _/_______\_ |
> | f.m.l.c. | <
| ------------- |
> <
| Donald Woods, Editor |
> Spelunker Today <
| |
---^----^----^----^----^---
https://news.ycombinator.com/item?id=23114927https://www.youtube.com/watch?v=A8Z1cKUxD9c
https://crpgadventures.blogspot.com/2016/05/zork-victory-sor...
bryanlarsen
2 days agochihuahua
2 days agoI remember figuring out the mechanisms that the book introduced: what kind of rudimentary data structures to use to represent the state of the world, the locations of objects, etc.
I got some simple stuff to work, you could navigate the world, pick up and drop objects, etc. but then my motivation gradually ran out because I didn't have a clearly defined design for the game I was going to build.
I had a few pirated games (C64, Amiga): "Death in the Caribbean", "The Pawn", etc but never had the motivation to stick with them past the first or second puzzle. The puzzles seemed like if the answer didn't arrive via a flash of divine inspiration, there was no way to figure it out based on logical reasoning. Maybe that part of my brain wasn't developed back then.
noduerme
a day agoAround the same time (1988) my best friend and I started making our first game in HyperCard. Getting more immediate results from that is probably how I ended up a SWE instead of in aerospace.
jmward01
2 days agoRyanOD
2 days agoFor anyone out there who had anything to do with bringing these games to market, know that you impacted so many lives in a fun, meaningful, heartfelt way.
mike1o1
2 days agobluedino
2 days agohttps://github.com/MITDDC/zork
What's the lineage here?
MPSimmons
2 days ago> docker run -it clockworksoul/zork1