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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

#41
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?

I have used http://ge.tt

But it is not new or hip anymore

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

#42
post #36
post #31

Earlier quoted context omitted.

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.

I remember is was added, or at least announced, between late 1999 andr early 2001. Or maybe that was mounting a disk at a location instead of a letter. I just remember there was a fair amount of ridicule that it took so long for a simple feature that had existed for so long in Linux (and every UNIX) already, but both those fit the bill...

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

#43
post #14

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?

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

It's already in multiple Amiga software archives, it's not particularly rare.

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

#44
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.

I was already a fairly creative writer when I got into MUDs, but my coding skills were weak and pretty disorganized. Programming a DIKU MUD back in the early 90s that people actually used and enjoyed required me to step up my focus and skills, which got me ready to enter the tech industry proper in the mid 90s.

In-world Lua is a great idea. All of the core MUD programming back then was, of course, written in C, but player (and admin) scripting was done with an embedded Perl interpreter.

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

#45

Earlier quoted context omitted.

Cool! What kind of MUD, if you don't me asking?

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. :)

Well, I'm pretty stoked to hear that! What does 'feature complete' mean? Like, 'MVP' sort of thing? MUDs and friends tend to have a never-end, never 'complete' feature set. (:

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

#46
post #26

Earlier quoted context omitted.

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.

I was already a fairly creative writer when I got into MUDs, but my coding skills were weak and pretty disorganized. Programming a DIKU MUD back in the early 90s that people actually used and enjoyed required me to step up my focus and skills, which got me ready to enter the tech industry proper in the mid 90s. In-world Lua is a great idea. All of the core MUD programming back then was, of course, written in C, but p…

Same! A MUD is one of the first things I learned to code with C when I was in college.

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

#47

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. :)

Well, I'm pretty stoked to hear that! What does 'feature complete' mean? Like, 'MVP' sort of thing? MUDs and friends tend to have a never-end, never 'complete' feature set. (:

Well, I mean that you can technically play the game. You can register, log in, walk around, pick up items, drop items, wear items, wield items, practice, train, fight, die, cast spells, use skills, do socials, check your stats, check your score, check your inventory, open/close/lock/pick doors, join groups, chat, send notes, etc, etc.

You're right that it's never really done, but my theoretical goal is basically a bare-bones MUD written in Go that anyone else could pick up and turn into a fully featured one. More practically, I'll probably just make a couple dozen areas and stick it on a server and see if anyone wants to play before I spend too much more time on it.

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