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A Text-Based Adventure? – Part 3

In this part, I’m going to highlight the structure of the Core Game and how that works. Core Game Structure As a refresher: the core engine, called Penguin Core, contains all the mechanics for text parsing, game state and traversal. It also contains the entities used to represent the game world. It is a .NETstandard…

A Text-Based Adventure? – Part 2

In this second part of this series on my text-based adventure, I’m going to cover the scripting language: what it is and why did I do it? Background As mentioned in the previous post, I originally had no intention on writing a full on scripting language. As I had initially created an engine that would…

A Text-Based Adventure?

I’ve always been enamoured by Text-Based adventures. When I started my voyage into the world of programming at age 9, I started writing one using QBasic. I had no idea what a text parser was, each room was a subroutine in its own right, and as I made many mistakes I slowly learned how to…