PEOPLE who used computer terminals "back in the day", especially for text-based adventures/MUDs: what are some "defining" traits/designs/quirks that you strongly associate with this experience? I am doing designs for https://text-adventure.winsauce.com and want to make it somewhat authentic
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Hugo LaBrande's Tristam Island does the same, and I really need to get back to playing that... As I understand it some maintenance work on Inform had been necessary to bring back proper support for the earliest formats.
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Yep! Stefan used DAAD (Gilbersoft/Aventuras AD from back in the day) for H1 and Rabinstein, and is remaking H1 with Inform. Andrew Plotkin fixed bugs in I6's compiler which made this possible. "Tristam Island" is the first game for retro targets using I6

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The Inform library used by Stefan for Hibernated 1 Director's Cut and Hibernated 2, as well as for Hugo's game Tristam Island, is PunyInform, a lightweight alternative to the standard library. You can read an introduction to it athttps://vintageisthenewold.com/punyinform-a-new-library-for-writing-text-adventures-for-old-computers/ …
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