| Chris April 07, 2005, 11:40 AM |
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Since my first days in front of a PC I took a deep liking in Rogue and later Nethack.
Recently I worked my way through the Nethack source code. If you ever had a look into it, you'll remember that the entire game is a deeply nested and intermingeled bunch of flags, state variables and conditional actions.
I'm wondering whether anybody has heard of a different approach to this genre of games. I imagined some rule-based system which defines environment, creatures, objects, their states, along with events and handlers to implement the behaviour.
I'd like to hear your rants and comments on this.
Please note that I'm not saying I'm going to implement this next week, as well as I'm not saying I could implement Nethack in a nicer or cleaner fashion than it currently is.
I deeply appreciate it, and am fully aware that Nethack is an achievment of many distinguished people, a product of many years of development, and that it isn't easy or even obvious how to roll such a thing again.
This question is more of academic interest, I'd just like to share thoughts. Maybe someone can point me to some resources or (failed) attempts. I once heard of a Roguelike engine called "OGER" or something similar (not Ogre 3D), but didn't manage to find anything related.
Best regards, Christian
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