Yesterday I set up a Common Lisp environment in Emacs for learning and preparing for the Autumn Lisp Game Jam. Today I just wrote down the craziest lore for the game. Not sure if I'm gonna be able to make it though. Now I need to find out how to make 2D random dungeons I guess.
too ambitious for my own good. will need to study up to the next jam to really get somewhere. got totally lost but still curious. maybe next time.
@cryptk
what kind of 2D random dungeon are you imagining? Like, a maze algorithm? (ascii? Non?). I think that #commonLisp #gameDeveloper @awkravchuk just published a 2D game example with his framework https://gitlab.com/lockie/cl-fast-ecs/-/wikis/tutorial-2 .
@screwtape I first thought of random dungeons with tiles as simple levels for a story-driven game. I was mainly looking into cl-tiled and the cl-tiled-demo by @awkravchuk, but I got lost very quickly. This tutorial looks very interesting and close to what I was trying to get to. Thanks for sharing!
@cryptk
I would like to play a walking around playing out a story jam game!
Implicitly the low level underlying engine @awkravchuk uses is liballegro iirc. I imagine Andrew will be happy to mentor you here or on itch, if you're jamming there.
@screwtape thanks :)
I didn't join this time yet because I had already given up, but I'm going to try to follow the tutorial you shared to see how far I can go
@cryptk my vibe's a little bit like that, though I am still participating. Since right at the start of the jam it seemed like a new local MOO server options might be nice right now, I decided to write one of those out of my low level equipment lying around. Success isn't about Ranking in the Jam.
@screwtape you're right, that's easy to forget sometimes :)
I've never heard about MOO, what is it?
@cryptk tbh I think quite similar to what the spritely institute aspires to. Remember online MUDs were very popular in the 80s (I believe, now). Well, there was the idea that there could be a persistent MUD, having smalltalk-style object oriented programming, and the MUD, Object Oriented would be implemented in its internal MOO language. Someone at Xerox implemented this idea in 1990, and lambda has run since, though it is text-based and lost ground to businesses like second life in the late90s
@cryptk thing is, multiple servers work like this: If there are two servers, you would need a distinct account on each, and so far as continuity, you can @dump your objects, giving you the code to recreate that object, so you could basically save a paper copy and recreate your objects when you go to a different server.
I'm not totally sure where spritely goblins is at with tor-linked internetworked scheme mushes but I think there's a similarity. I'll try writing about it this week sometime
@screwtape that's very interesting! I can imagine it is not an easy task to manage dumps from and between different servers. I just read your post about it on itch.io too. Looking forward to learn more about it after the jam :)
@cryptk @screwtape hey, sorry I've missed your messages earlier. I'd love to help, so if you have any questions at all, just shoot :)
@awkravchuk @screwtape thank you! Your articles on gitlab were very helpful! It was a valuable introduction on ECS for me. I managed to make a little character walk around the map but nothing fancy. I'll certainly have questions in the future :)