I've been toying with the idea of writing a new text adventure or (Interactive fiction) game for the Spectrum. With the Spectrum Next about to be released, and the renewed interest in the retro computing scene, plus the discussions I've had with Tim Gilberts (of Gilsoft fame), this is something I think I'd enjoy doing. So I have an idea for a game, and I think I'll do it as a 128k-only (I recall the jumping-through-hoops I had to do back in the day to get everything to fit in 48k!). At one point the character will be in an area with lots of buildings which all look the same. I want to be able to generate these "different" locations using only one location, and a couple of flags. So, here's what I've done so far. The location (don't you just love the old Spectrum font) Some system messages (they are all system messages so that PAW won't print a newline after them - and since they will be stringed together, I don't want the newlines): A couple of flags: 100 to dictate which letter (A to F) and 101 for the number (0 to 9) An entry in the response table An entry in process 1 (so it will happen every turn) And a whole process table - process 3 - to handle the different 'locations' And when you run the adventure (Note: i've only implemented 'north' here, and only done the messages for rooms A and B, so after a while it doesn't print out the letter, and doesn't print the numbers at all, but you can see the principle) Keep going north a few times, and eventually (here you can see PAW's diagnostics, showing the value of flag 100) Looks promising to me! Even in a 128k adventure, space it at its premium, so you have to be frugal. In this way, you can have a nice matrix of 6 * 9 rooms, all for the cost of one location text, 16 system messages, two flags, and a handful of process and response table entries. Of course, I'll be spicing things up a bit, but in the ten minutes it took to put together that POC (especially after 25 years!), I'm happy with it for now.
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