The best way to implement a text adventure in C would be to implement a simple lisp interpreter in C and then implementing the actual game in a lisp DSL. Lisp lends itself surprisingly well to this, and defining game logic declaratively instead of imperatively is much more intuitive. Here are a few examples:[1] http://www.ulisp.com/show?383X
[2] https://github.com/mswift42/MetalHead
[3] https://github.com/xlxs4/lisp-spels/blob/main/spel.el
DougN7|10 months ago
wduquette|10 months ago
shortrounddev2|10 months ago
deciduously|10 months ago
anthk|10 months ago
The English (and Spanish library -grammar, object and token translations- with INFSP6) it's something else. Among Inform Beginners' Guide, with DM4.pdf you can set anything, even new grammars, or a Tetris, if you want to dwell into low-level Inform6 functions.
Inform6 gives you literal game objects and attributes for free. The most literal OOP language ever. And the generated ZMachine games/ROMs will run from a m68k Amiga to an Iphone.
scorchingjello|10 months ago
pinoy420|10 months ago
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