Well, dang. It’s been over a week since my last post. The thing is, I wanted to make another post about Wander, the text adventure system from 1974, since after all the focus of this blog was initially supposed to be on old game creation systems, and… I didn’t think I had anything to say about it.
As far as the game goes that I’m writing in Wander, well, I’ve basically got all the puzzles planned; I just have to finalize the map. And I’ve got a good start on coding it—the initial rooms, anyway, and some bits I don’t need the map finalized for. But I don’t really have anything I can easily show for it here on the blog.
The problem was, I was going about implementing the interpreter in just about the stupidest way possible.
Okay, all of that isn’t the stupid part. The stupid part is that I was going about the coding completely backwards.
And the thing is, I guess kind of knew that, which is why I put off working on the interpreter. But since that was the next thing I wanted to finish, that meant putting off working on the game as well. So essentially I’ve gotten nothing done on the Wander game because I was put off by what a hassle the interpreter was going to be.
If you want to take a look, it’s at http://comparativecreation.com/Wander, but right now the basic input and output is pretty much all that’s there; I haven’t put in the actual interpreter code yet. As for that code… well, the work I’ve done isn’t going to go completely to waste, but I’m going to test a bit at a time rather than throwing the whole thing into the webpage at once.
So, now that I’m going about this in a way that isn’t completely ridiculous, I hope to have the online Wander interpreter up and running within the next week or two. And I still hope to have the Wander game I’m working on, “It Shall Not Be”, done by the end of the month, though we’ll see how realistic that ends up being. In the meantime, I do have plans for some other posts about recent games that I hope to have up shortly…