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Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine

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Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine

#11

Earlier quoted context omitted.

Here is Virus for the Amiga. https://david.gloveraoki.net/f/Virus.adf.gz But it bears little resemblance to this game, so I wonder if you are thinking of something else. PS. I self-hosted this file, but what's the go-to service for flinging arbitrary files across the internet these days?

http://www.mobygames.com/game/windows/virus-the-game Could be this one, though it is for Windows. It basically turn a folder tree into a Decent clone. Complete with using media files stored in said folders within the game.

The 3D graphics in that game are well beyond what most classic Amigas were capable of.

Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine

#13
post #8

I'm building a MUD in Go right now, so this is pretty timely. Really creative take on the genre!

I was literally JUST thinking about doing this today! Although I was thinking I would only do the actual core (connection handling, database, etc) in Go, and do much of the actual game programming in Lua so that players could extend the game.

Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine

#14
post #6

Reminds me of a cross between Zork Shell ( not zsh): https://groups.google.com/forum/#!topic/alt.folklore.compute... And a game called "Virus!" on the Amiga in the early 1990's, which I haven't been able to track down.

Here is Virus for the Amiga. https://david.gloveraoki.net/f/Virus.adf.gz But it bears little resemblance to this game, so I wonder if you are thinking of something else. PS. I self-hosted this file, but what's the go-to service for flinging arbitrary files across the internet these days?

for old school games and programs specifically I would upload them to archive.org - please do that :-)

Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine

#17
When I was back in elementary school, a friend thought up this brilliant idea that we called "foldermazes", which were basically choose your own adventure games, but the way you chose your adventure was by selecting which folder to go down. I was and still am fascinated by just how brilliant of an idea it was!

Of course there were problems. One that I recall was that I didn't want to have to maintain k^n separate branches of story, so I'd prune off incorrect branches quickly by having your character die or something. :)

We hit the maximum depth for folders very quickly, so I came up with the idea of having a routing table at the base, which was just a single folder with folders labeled 1-10000 inside it. The idea was that you'd get to maximum depth, and then get a number to go into the routing table and continue the adventure. The hope was that there were so many folders within the routing table that it'd be impossible to guess a correct path by chance. (And of course, all the invalid folders had a message like "stop trying to cheat, you cheater! YOUR CHARACTER DIES INSTANTLY!" Remember... 5th grade. :))

I remember working frantically on a "foldermaze" at home for hours, then attempting to put it on a floppy disk. Turns out that is not the sort of operation Windows 95 was optimized for at all - it took hours. (The maze had tens of thousands of folders, most inside the routing table.) Then after a certain point it just failed with "disk full". This really stumped me as a 5th grader. How could the disk be full? Inspecting the properties of my foldermaze showed that it took up 0MB! Far less than the 1.44MB offered by the floppy...

Eventually I pieced together that folders must take up some marginal amount of space more than 0. The property inspector was lying to me! That was very surprising as a kid.

Anyways, this seems like what we did, but way more cool. :)

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