Infocom

Jason Scott of archive.org has just uploaded Infocom's source code, and keeps adding a bunch of other game source. I've made an easy script to get all the text adventures; if you want Quake or whatever, go grab that yourself.

#!/bin/zsh
for repo in abyss amfv arthur ballyhoo beyondzork borderzone bureaucracy checkpoint colossalcaveadventure cutthroats deadline enchanter hitchhikersguide hollywoodhijinx infidel infocom-sampler journey leathergoddesses leathergoddesses-gold lurkinghorror minizork-1982 minizork-1987 minizork2-1988 moonmist nordandbert planetfall plunderedhearts restaurant seastalker sherlock shogun softporn sorcerer spellbreaker starcross stationfall suspect suspended trinity txtelite wishbringer witness zork zork-german zork1 zork2 zork3 zorkzero zork-fortran zork-mdl zork-1; do
echo $repo
git clone https://github.com/historicalsource/$repo.git
done

The ZIL (Z-Machine Implementation Language) code is not too weird a LISP variant, and I expect there to be good compilers or translators to modern Scheme pretty soon; if necessary I'll write one. Many of the others are written in, preposterously, FORTRAN or C, easily two of the worst possible languages to do text-manipulation and abstract data structures in.

Zarf's post mentions a working ZIL compiler, ZILF.

You may also like Infocom: The Documentary and The Infocom Cabinet

As a large database of high-quality, production game source, this is a treasure trove for anyone who makes games. Read these and figure out how to do what they did.

I'm also amused by the icon, The Source came and went from the online services world just as I was getting into BBSing. I had as I recall a free couple months so I didn't have to pay the signup fee, but it was stupidly expensive per hour (Source was maybe $10/hour? Delphi was $20 for 20 hours per month, and not much more for overtime), and then shut down soon after.

LOWREZJAM 2017

Signed up for LOWREZJAM 2017

I've just started drawing some "art", adapting an old pixel font nerds of a certain age will recognize. Finally, something my 1980s pixel art skills are good for!

Figure I'll make a metroidvania dungeon game; I don't mind action, I'm just not good at dealing with real-time animation of giant art sets. This'll make a good test of my Electron framework, before I ship something big in it.

Update: Realized there's an old game I loved to match the art that I'd like to do (an update/homage, not a straight ripoff), and it's not a metroidvania. Making a ton of level maps is beyond my current spare time, and procedural metroidvania's a hard research problem.

Reaper's Crypt

First public build of Reaper's Crypt since Halloween.

itch.io frame is kinda awful, works better if you download it from your collection page, or at least open it in a new window.

Getting close to feature-complete, then I can worry about (period-correct) animation, effects, and sound.

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