…I kind of want to write my own version of this now.
This is the best feedback I could get :)
I have several ideas along the lines you mention (e.g. a quest system with goals such as “n levels deep”, kill all enemy classes, etc; as well as support for different hero classes, e.g. thief and fighter, even mage and wizard if I ever incorporated spells).
I hesitated to add features that would require prior knowledge of what’s already available in the filesystem, as well as arbitrarily adding files or directories (which may not be everyone’s cup of tea). One option that sounds reasonable is adding a command to autogenerates a filetree/dungeon at a given directory, assuming that the game is welcome to do whatever inside that.
Feel free to file github issues with this sort of idea, or send PRs or, well, fork and spin your own version :)
Idea: have /dev/null be like a bottomless pit that you can throw items into to “destroy” them. Maybe even have a LOTR-like quest to go retrieve a cursed artifact and make it to /dev/null alive to destroy it.
This would make a fun April Fools joke on a university cluster, or some other multi-user system: alias cd to also pass the path to rpg, so the adventuring is integrated into users’ normal workflows by defualt.
When I first learned Unix (1982? It was BSD 4.2) I wrote a couple of simple shell scripts to make the shell work like a text adventure game a la Zork. Sort of like
$ look
You are in ~/tmp. There are many files here: foo.c, foo.h, a.out
Obvious exits are: up
$ examine foo.h
Opening foo.h reveals:
// foo.h
int foofn();
$ go up
You are home.
As soon as I tried this out, I immediately started thinking of ways to improve it:
/foo
,/bar
, and/baz
, then unite them at/qux
to face the dragon”s__d.co_f
”…I kind of want to write my own version of this now.
This is the best feedback I could get :)
I have several ideas along the lines you mention (e.g. a quest system with goals such as “n levels deep”, kill all enemy classes, etc; as well as support for different hero classes, e.g. thief and fighter, even mage and wizard if I ever incorporated spells).
I hesitated to add features that would require prior knowledge of what’s already available in the filesystem, as well as arbitrarily adding files or directories (which may not be everyone’s cup of tea). One option that sounds reasonable is adding a command to autogenerates a filetree/dungeon at a given directory, assuming that the game is welcome to do whatever inside that.
Feel free to file github issues with this sort of idea, or send PRs or, well, fork and spin your own version :)
Idea: have
/dev/null
be like a bottomless pit that you can throw items into to “destroy” them. Maybe even have a LOTR-like quest to go retrieve a cursed artifact and make it to/dev/null
alive to destroy it.This would make a fun April Fools joke on a university cluster, or some other multi-user system: alias
cd
to also pass the path torpg
, so the adventuring is integrated into users’ normal workflows by defualt.Looks like I’m getting no work done tomorrow
When I first learned Unix (1982? It was BSD 4.2) I wrote a couple of simple shell scripts to make the shell work like a text adventure game a la Zork. Sort of like