Well, there we go. I just uploaded the current state of my experimental and woefully incomplete TAGF (Text Adventure Game Framework #ruby #gem to #github. https://github.com/RoUS/rubygem-tagf

Basically 10K lines of undesigned brain vomit. Be kind.

GitHub - RoUS/rubygem-tagf: TAGF β€” Text Adventure Game Framework

TAGF β€” Text Adventure Game Framework. Contribute to RoUS/rubygem-tagf development by creating an account on GitHub.

GitHub
The parts Im dreading include
1. Command line parsing a player input command; even approximate natural-language processing, or even a unicellur attempt is terrifying.
2, Working around `readline`s old-nonreentrant libc mechanisms when it comes to saving & restoring history; multi-layer reading from the message buffer and restoring them properly; and handling special cases (ADVENT's bird & snake, bird and dragon, ADVENT's bird & rod)l ...
In order to check things like location adjacency and shortest-path routing, I've cheated by embedding the #RGL #Ruby #graph package into the base code. Among other things, this makes it simple during game development to detect things like unreachable locations. It has the delightful side-effect of making it simplicity itself to generate a graphical map of the game!
#tagf #gaming #gamedev #digraphs #textadventure

I wanted to find some stuff I'd done with the #cri #Ruby #gem. When I found it, I was gobsmacked: in my sleep-deprived state, it looked bloody brilliant! And, of course, totally undocumented. So I'm going to document the original code and then adapt it into #TAGF for things like

𝚝𝚊𝚐𝚏 πš›πšŽπš—πšπšŽπš› --πšœπš˜πšžπš›πšŒπšŽ=𝚝𝚎𝚜𝚝.πš’πšŠπš–πš• --πšπš˜πš›πš–πšŠπš=𝙿𝙽𝙢

and

𝚝𝚊𝚐𝚏 πšŸπšŠπš•πš’πšπšŠπšπšŽ --πšœπš˜πšžπš›πšŒπšŽ=𝚝𝚎𝚜𝚝.πš’πšŠπš–πš•

and maybe even

𝚝𝚊𝚐𝚏 πš›πšžπš— --πšœπš˜πšžπš›πšŒπšŽ=𝚝𝚎𝚜𝚝.πš’πšŠπš–πš•

!!
#gamedev #textadventure