I talk a lot about Prolog but really what I want is just a language I can write an Infocom / SHRDLU style adventure game / text-based AI simulation in.

My problem is I have high expectations for a language because I want to do what seems to me to be very simple things:

* have the world obey rules, so all actions cause consequences

* rules that can be changed at runtime

* game AIs can read these rules and make plans

* save/ load the game state to/from disk

Turns out getting these is HARD.


well prolog could handle the save/load part for its ruleset, IIRC? but you'd need the game itself to call prolog to get rule checks and I have no idea how much that'd impact things

(but apparently Prolog is platform-independent to some degree so it might be easier than it sounds?)

(also I just woke up so I'm probably talking out my ass)


@sydneyfalk I would write a whole game in Prolog, and I have, or started to, several times... at least just a basic skeleton. But a big problem with Prolog in the 2010s is that (SWI, the most standard one) has only just figured out how to Unicode and still doesn't really understand this 'text' thing. Ironic, since doing natural language recognition on text is what the language was invented for.


the knife was just as likely first used as a tool of combat as a tool of food prep

things get repurposed all the time

@sydneyfalk that's the beauty of it! one tool for fighting the monster and carving it! once you've finished slashing, it's ready to serve!

hashtag dungeon-to-table-eating

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