I can't remember the exact address, but I think it started with http://. Not quite sure, though. But I gotta sleep, so I can't talk about this anymore. ;p
by the way:
Doing that, you can also put in custom commands. You can eventually implement a new programming language.
add room: Entrance (You enter a long corridor with many tall columns. It is cold. A great door can be found at the end of the corridor.)
end of corridor: go to Main Hall
add room: Main Hall (You see a table. There is bread and stuff.)
back to corridor: go to Entrance
eat: evoke Eat Bread
add event: Eat Bread (The bread tastes good and fresh. You eat more until you find out it has been poisoned. You're dead.)
kill Player
The thing is just that my Engine is REALLY vague. It is really just the carcass, while yours holds the game logic. That means mine is much more flexible, but most of the stuff has to be programmed by the actual game programmer. It's quite much just a really cool API right now. That has lots of advantages and disadvantages. I think I'll also program a real "Engine" that uses this API as a base and then restricts the use to real Adventures...
Event based coding (a little bit like in WC3), skills [skill with levels and stuff], skilltypes [like the firebolt or the avatar skills], skill modes [activated/passive/cast], attributes [a unit's strength/agility], attribute types [like strength, agility,...], doors*, traps, chests*, items*, multiple players*, creature types* [knight, soldier, goblin warrior], creatures* [the actual soldier], heroes*, controller based command line interface* [eg 'chat hi' will evoke the "chat" controller's .action( 'hi' ), while 'chat' 'hi' will first go to the chat controller, evoke current.action( 'hi' )], same controller based rendering* [the chat controller will have a .render method that prints a chat log, the inventory controller's .render method will draw a list of items, and so on. )
things with * are incomplete, not started yet (but there, like ghost classes) or bugged.
I got your name right? WOOHOO! I Sherlock when big.
I dunno why you're using files like that as editor files, IMO making just regular python files could be kewl. I'd prolly like something like this. And see those command things? No editing the engine after you've recoded the engine to go through a list of commands instead of a hardcoded set of if statements. x)
Oh, and I think having "go north/south/whatever" would be kewler than "north/south/whatever", as it'd make more sense (at least to me ^_^).
Phew, hardly readable.
I'd love to see dialogs. Combat isn't that important in a true adventure. Much more important would be user interaction.
I'm currently writing an engine myself in ruby. 800 lines right now. Already working 3 (2 on the current version) days on it.
I think you could make it a bit better before posting it on TH, Erik. x) E.g. make people able to add their own actions (actions being stuff like "north", "get"), and similarly remove the default ones if they want. And I think the interface for making rooms is pretty ugly. ;s E.g. the "#" seems pretty unnecessary, an empty list or just leaving that out entirely would do better IMO.
It'll be good practice at least, I did a bunch of practice boards the last few weeks but that's a bit different than actual repair. It's pretty obvious what's going on with those, so it's not very hard to trace the leads, and they aren't designed with faults so
Site is peaking on traffic for the recipes - Sundays are always the big days and we are 200 plus unique visitors an hour right now and it will be like that probably be around 3000 total on the site all day maybe more if Google desires it LOL
Anyway I have a power bench that I don't actually know how to use, but I'm assuming I can take the battery out and power it directly from that to see if any of them turn on.
If you had kids like me that grew up in that era you could just go to your closet and fish out one of the cords from the cord bag. I bet I have everyone of those cord connectors plus some