



Study with the several resources on Docsity
Earn points by helping other students or get them with a premium plan
Prepare for your exams
Study with the several resources on Docsity
Earn points to download
Earn points by helping other students or get them with a premium plan
This case study outlines the development of a text-based adventure game engine, focusing on the problem area, requirements, typical play, creation process, feasibility, and initial specification. The engine aims to support both players and creators, allowing the creation of places, links, objects, actions, and puzzles, while using a non-english language and avoiding complex programming.
Typology: Study notes
1 / 7
This page cannot be seen from the preview
Don't miss anything!




Ian Holyer
Ian Holyer
The problem area I've picked on for the case study is The problem area I've picked on for the case study is
an engine for old-style text-based adventure games
an engine for old-style text-based adventure games
The very first adventure game ever was called The very first adventure game ever was called
Adventure (or Colossal Cave) see Adventure (or Colossal Cave) see
http://www.rickadams.org/adventure/
You can download it and play it, or play online e.g. at
You can download it and play it, or play online e.g. at
http://www.ifiction.org/
This original game is still surprisingly playable, though This original game is still surprisingly playable, though
you quickly need a walk-through, like most adventures you quickly need a walk-through, like most adventures
You are stranded on a tiny desert island with a single palm tree.
You are near a tree. South is a beach. There is a spade here.
go south
You are on a beach. North is a tree. There is sand here.
dig sand
You don't have a spade.
go north
You are near a tree. South is a beach. There is a spade here.
take spade
You are carrying a spade.
go south
You are on a beach. North is a tree. There is sand here.
dig sand
You find your holiday return ticket and go home.
Without going into details of the user interface, we Without going into details of the user interface, we
want to help a game creator to:
want to help a game creator to:
What we are looking for is a general game engine What we are looking for is a general game engine
which will play lots of different adventure games
which will play lots of different adventure games
We want to leave the initial specification very loose, so We want to leave the initial specification very loose, so
we have as much freedom as possible (so we will be
we have as much freedom as possible (so we will be
thinking about it
thinking about it all the time
all the time )
We want to build something very flexible, small and We want to build something very flexible, small and
sleek, using good OO design to get a lot of benefit sleek, using good OO design to get a lot of benefit
from a little code
from a little code
The initial specification can simply be to reproduce the The initial specification can simply be to reproduce the
one-page island game we saw earlier one-page island game we saw earlier
We don't want to add lots of features and complexity
We don't want to add lots of features and complexity
before tackling the problem of game authors, because before tackling the problem of game authors, because
that is what will determine success as an engine that is what will determine success as an engine
We still want to be able to refactor easily by then
We still want to be able to refactor easily by then