[DGD] Solving a Persistence Problem - Puzzles and Quest Objects

Par Winzell zell at skotos.net
Mon Sep 6 21:19:58 CEST 2004


David Jackson wrote:

> In working with the Gurba lib, I've made a secondary goal to port over 
> some of the classic adventure games, specifically the MIT Zork (Dungeon) 
> and Colossal Cave.  In planning these ports, I realized a few of the 
> biggest problems in converting what is essentially a single-player game 
> to a multi-player platform.

Just as an aside: I did a port of the early 'zmachine' to LPC about ten 
years ago. I did get it to basically work, but as I recall it was less 
than entirely satisfying because there was no clean mapping of their 
objects to LPC objects... or rather, there was, but some instructions of 
theirs ignored the OO abstraction layer and did direct memory writes or 
register writes or somesuch. I don't remember precisely.

I got the feeling at the time that their system had started out very 
clean and as the pressures of writing actual games grew they took some 
shortcuts with the design of their language. But that's just guesswork.

Zell
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