Lost Infocom Games Discovered 112
I Don't Believe in Imaginary Property writes "Archivists at Waxy.org have gotten a copy of the backup of Infocom's shared network drive from 1989 and are piecing together information about games that were never released. In particular, there is the sequel to The Hitchhiker's Guide to the Galaxy called Milliways: The Restaurant at the End of the Universe, and there are two playable prototypes of it. And yes, they have playable downloads available."
Re:Infocom was a damn good company (Score:5, Informative)
Every year dozens of new games come out, usually for the two major annual competitions (the IF Comp [ifcomp.org] and the Spring Thing [springthing.net]). Most of them are shorter than "commercial-era" games, mainly because they're written by hobbyists who don't have the time and resources to commit to building large games. They run the gamut from puzzle-focused games in the style of Infocom to story-focused games that eschew large numbers of elaborate puzzles to focus on story, and there are also more experimental and artistic games that try to push the medium in new directions. The IF Archive [ifarchive.org] has an extensive collection of these games, and there are several [tads.org] review [wurb.com] sites [ifreviews.org] that attempt to catalog and organize the archive. The IF community has long had rec.arts.int-fiction [google.com] and rec.games.int-fiction [google.com] at their center, though with the rise of blogs and web forums it has started to fragment some.
Strange Description... (Score:3, Informative)
Last I checked, Andy was just one guy.
-Bill
Re:Infocom was a damn good company (Score:5, Informative)
And now writing the games is a game... (Score:5, Informative)
That's source code. Inform 7 has been out for a couple years, and I've been working intimately with it for most of that time, but I'm still impressed.
Re:And now writing the games is a game... (Score:5, Informative)
Re:And now writing the games is a game... (Score:5, Informative)
Here's an example of all three: This is a rule about what to do in a certain situation: aspect-oriented programming, essentially. Here the situation involves an activity (printing the name) and the object which is the subject of the activity (any person who matches the description).
"A person who attends an accredited university" is an object description, which can be used in various ways as a condition -- does object X match the description? -- or as an iterator: show me all the matching objects. Here, "person" and "university" are kinds of object (classes) and "accredited" is an either-or property (a boolean flag).
"Attends" is a relation that expresses the link between a student and his school. Here it's being used as part of a description, but it can also be used in a condition ("if the player attends Harvard") or changed at runtime ("now the player attends MIT;").
These concepts can all be expressed in Inform 6 or any other OOP language, using properties, methods, loops, etc. But making them fundamental parts of the language gives them a whole new life.
RTFA - you wont regret it! (Score:5, Informative)
There has never been a Slashdot submission where reading TFA was a greater pleasure.
The Original Hitchhiker's Game Online (Score:5, Informative)
Not 64K games - full 128K virtual machine (Score:2, Informative)
In many ways the Z-Machine was similar to the JVM - cross platform in the day when there were still 30 platforms. The same day the code ran on the Dec20 it compiled for all of the micros.
Re:ATT: Michael Bywater. Was that Trinity? (Score:3, Informative)
Re:Meet Steve Meretzky... (Score:3, Informative)
I learned three things from this encounter:
1) Don't talk to your idols when you're drunk.
2) People have generally heard enough about things they worked on two decades earlier, and don't want to hear about it anymore.
3) Steve is really, really tall.
Re:Nostalgia (Score:2, Informative)
Re:Infocom was a damn good company (Score:2, Informative)
Ah, those were the days, when it was actually possible to make money selling text adventures! I made a few attempts to write games myself back then, in Sinclair Spectrum Basic.
Today's interactive fiction authoring systems are more like general purpose programming languages, but with specialised syntax for creating rooms, objects and so on. There's very little that can't be implemented in them, with a little effort, and none of the frustration of being limited to binary flags and the like. TADS 3 has a lot in common with C++.
Inform 7 is a special case, with its natural language type syntax. I7 source code has to be seen to be believed. For instance: -
That paragraph is valid I7 source, and does exactly what it sounds like it would. Things get a little more convoluted once you start declaring complex logic, but it's all natural language. The jury's still out on whether this is actually a useful way to program, but it's certainly an interesting one, and well worth checking out for sheer novelty value!