Comment by anthk

1 day ago

You can write a game in almost every language. Check these ones written even on really low specs VM's:

https://codeberg.org/luxferre/mu808

This could be adapted https://codeberg.org/luxferre/scoundrel-ports

More info at https://luxferre.top

One time I wrote a game in English.

  • Irony is lost on this guy ... :D Edited to add: I comment on the guy you commented on, not you. Just in case. I did not want to reply to them to not give offense.

  • With Inform7 targeting the ZMachine VM you can literally say that =).

    Inform6 it's a 'small' OOP language where with the English library the syntax it's dumber than VB6, Lua or anything else. Basically the objects and logic describe themselves as a dumbed down config file. You create a meta-object for rooms and light, and then copy and paste to create rooms, containers and tools based on atributes (again as if it were a simple config file).

    Inform6 example:

    https://jxself.org/git/?p=cloak-of-darkness.git;a=blob_plain...

    Inform6 compiler:

    https://jxself.org/git/inform.git

    (cc -o inform src/* )

    Inform6 lib

    https://jxself.org/git/informlib.git

    To compile Cloak...

           inform +lib  cloak-of-darkness.inf
    

    Lib should be the English library, you can get it with

          git submodule update --init --recursive 
    

    or copy informlib to lib/

    To play the game:

           frotz cloak-of-darkness.z5
    

    Or LectRote under Mac... or WinFrotz under Windows, it will work the same.

    With Inform7 you just write clauses in English, the interpreter will write IF6 code for you and then call the inform6 compiler to create a Z5-8 game ready to run.

    https://en.wikipedia.org/wiki/Inform#Inform_7

    As you can see, no AI needed, no LLM's, no huge GB sized software, just a Pentium MMX could be enough for i7, a 8-16 bit machine for Puny Inform games (kinda like Inform6 'lite'), a 16 bit machine for z3-z5 games and maybe a 'high end' 16 bit computer for Z8 games. A 386 PC would be enough to run 'complex' text adventures. And consistent enough unlike LLM's where the objects' enviroment is lost everytime.