On Thu, Apr 10, 2008 at 8:25 PM, Carl Banks <pavlovevide...@gmail.comwrote:That depends.On Apr 10, 2:20 pm, Tommy Nordgren <tommy.nordg...@comhem.sewrote:On 9 apr 2008, at 03.01, corvettecra...@gmail.com wrote:okay, I'm having this one problem with a text adventure game. It's
kind of hard to explain, but I'll do my best.
[code]def prompt_kitchen():
global goldPython is not a suitable language for Text Adventure Development.Ridiculous.
Agreed. "Not suitable" is an exaggeration. However, designing and
implementing your own adventure game framework in Python is a total
waste of time.
Don't do it excet for the sake of it.No, it's prudence.
You can even claim one of several Python-based frameworks out of
mothballs as a starting point, if you want to use Python.
There are many good reasons why someone might want to use a general
purpose language like Python to write a text adventure,
Yes.
such as so
they're not stuck with a quasi hack of a language if they have to do
something that doesn't fit the framework anticipated by the language
designer.
That's not a reason, it's FUD.
If I am writing a banal, been-done-a-million-times before, cookie-
cutter text adventure, yes I'd just use a domain-specific language.
If I am writing a unique game that does new things, sooner or later
I'm going to want to do something the designer of the domain-specific
language and framework didn't anticipate. And there is no uncertainty
or doubt about this: when it comes to that, I don't want to be
restrained by a narrow framework or domain-specific language, and I
would want to be using Python, and it isn't even remotely close.
The only question would be whether there's enough general purpose
programming required that it would outweigh the extra work. Which,
let's be honest, is not all that much for a text adventure.
Carl Banks