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Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine

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31–40 of 47 posts

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

#31
post #30

Earlier quoted context omitted.

> 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 You could always merge storylines later on by symlinking them to the same place! (Maybe not on Windows).

> You could always merge storylines later on by symlinking them to the same place! > (Maybe not on Windows). Windows has "shortcuts", which should work if there is some problem with symbolic links.

Symlinks at commandline work in vista or later. It is a different program however.

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

#32
post #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 bra…

As silly as this idea sounds you could use this concept to create a commandline tutorial. The folders can contain clues.

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

#33

Earlier quoted context omitted.

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.

My apologies. I just figured that between the context of the discussion and the name of the game, he may have gotten the platform wrong.

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

#36
post #31
post #30

Earlier quoted context omitted.

> You could always merge storylines later on by symlinking them to the same place! > (Maybe not on Windows). Windows has "shortcuts", which should work if there is some problem with symbolic links.

Symlinks at commandline work in vista or later. It is a different program however.

Symlinks were a thing in the NT days; you just had to use a downloadable tool from Microsoft. Googling doesn't seem to provide much information any longer, unfortunately.

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

#37

Earlier quoted context omitted.

That's a good idea! I'm not even remotely sure how to do that. I tackled this project as a way to really dig in and learn Go, and I'm still working my way through it. I'm slowly learning more idiomatic ways of writing Go, but I'm not even sure how I'd go about extending the game with Lua or anything else. Got any resources on that kind of thing, or could you give a high-level description of how that might work, so I…

I think gopher-lua on github could be useful to you

I'll check it out, thanks!

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

#38
post #26

Earlier quoted context omitted.

It's a Merc/Diku inspired version. The codebase is written in Go, and the data is stored in JSON files. I'll open source it, eventually. It's feature-complete, I just need to get some bare-bones data in there (like starting areas, items, mobs, etc). Maybe in another month or two. :)

You could allow (trusted) players to customize rooms and objects with an in-world accessible Lua layer similar to how LPMUDs used LPC. That would be pretty cool. MUDs taught me how to write creatively, but not how to code; in the future they could do both.

Sounds awesome! I do have some built in methods to instantiate mobs, objects, and rooms, then save them to disk, but they're pretty basic and don't allow more advanced things like scripting events or locking doors and things like that.

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

#40

Earlier quoted context omitted.

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

My apologies. I just figured that between the context of the discussion and the name of the game, he may have gotten the platform wrong.

No need to apologize! You could easily have been right.
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