I came across a very interesting approach to text adventure game creation yesterday: Inform. What's exceptional is that the latest version uses natural language, rather than a more-formal programming language, to create interactive fiction.
In older versions you'd write stuff like:
But in this new one, you write like this:
I've downloaded and tried it, and I'm impressed by its simplicity, power, and easy learning curve (with tons of examples). Naturally you still have to learn the vocabulary and how to employ it (which can be a little tricky: learn about "called" to avoid frustration), but it's a lot easier and more-forgiving than traditional programming. Free downloads for Mac, Windows, and Linux are here, and details of what it provides are here and here.
Heh, now I want to write a really high-level game-creator language/interpreter using BlitzMax...
In older versions you'd write stuff like:
Object Kitchen "Kitchen"; Object Front_Door "Front Door"; Object Living_Room "Living Room" with description "A comfortably furnished living room.", n_to Kitchen, s_to Front_Door, has light; Object -> Salesman "insurance salesman" with name 'insurance' 'salesman' 'man', description "An insurance salesman in a tacky polyester suit. He seems eager to speak to you.", before [; Listen: move Insurance_Paperwork to player; "The salesman bores you with a discussion of life insurance policies. He hands you some paperwork."; ], has animate;
But in this new one, you write like this:
The Living Room is a room. "A comfortably furnished living room." The Kitchen is north of the Living Room. The Front Door is south of the Living Room. The Front Door is a closed locked door. The insurance salesman is a man in the Living Room. The description is "An insurance salesman in a tacky polyester suit. He seems eager to speak to you." Understand "man" as the insurance salesman. Instead of listening to the insurance salesman: say "The salesman bores you with a discussion of life insurance policies. He hands you some paperwork."; now the player carries the insurance paperwork.
I've downloaded and tried it, and I'm impressed by its simplicity, power, and easy learning curve (with tons of examples). Naturally you still have to learn the vocabulary and how to employ it (which can be a little tricky: learn about "called" to avoid frustration), but it's a lot easier and more-forgiving than traditional programming. Free downloads for Mac, Windows, and Linux are here, and details of what it provides are here and here.
Heh, now I want to write a really high-level game-creator language/interpreter using BlitzMax...