X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=history.txt;h=f64fef91296d467dd492802b24c8890cdda99d15;hb=f373d87ba7ca7b2011fe26ea81544daebfdf66fb;hp=5fbf974009b16eac2a56569a2fa69ee2a834733c;hpb=24912b237c3900e5af56b5d4d42ab70e1a3faad1;p=open-adventure.git diff --git a/history.txt b/history.txt index 5fbf974..f64fef9 100644 --- a/history.txt +++ b/history.txt @@ -9,7 +9,8 @@ The very first version was released by Crowther in 1976, in FORTRAN on the PDP-10 at Bolt, Beranek, and Newman. (Crowther was at the time writing what we could now call firmware for the earliest ARPANET routers.) It was a maze game based on the Colossal Cave complex in -Kentucky, lacking the D&D-like elements now associated with the game. +Kentucky, lacking most of the D&D-like elements now associated with +the game. Adventure as we now know it, the ancestor of all later versions, was was released on a PDP-10 at the Stanford AI Lab by Don Woods in 1977 @@ -65,6 +66,46 @@ contained a rights reservation by Don Woods and that was it. I wrote to Don asking permission to release 2.5 under 2-clause BSD; he replied on 15 May giving both permission and encouragement. +Here is what Don said about differences between the original Adventure +and 2.5: + +> The bulk of the points come from five new 16-point treasures. (I say "bulk" +> because I think at least one of the scores included some padding and I may +> have tweaked those.) Each of the new treasures requires solving a puzzle +> that's definitely at the tricky end of the scale for Adventure. Much of the +> new stuff involves trying new directions and/or finding new uses for stuff +> that already existed; e.g. the forest outside is no longer a small number of +> locations with partially random movement, but is a full-fledged maze, one +> that I hope has a character different from either of the previous two. +> +> As the text itself says, V2.5 is essentially the same as V2, with a few more +> hints. (I think I came up with a better one for the endgame, too.) I don't +> seem to have a copy of the similar text from V2, so I don't know whether/how +> it described itself to new and seasoned players. +> +> The other big change, as I mentioned above, was I added a way of docking +> points at a certain number of turns. This was my second attempt to do what +> the batteries had been for: require being efficient to achieve top score. +> Alas, the batteries led to players deliberately turning the lamp off/on +> whenever they weren't moving or were in a lit area, making the game take +> even longer! I set the requirement at what felt like a hard but fair +> number of turns, then applied several sneaky tricks to shave off another +> twenty. +> +> I hacked up a wrapper around the game (still in Fortran, most likely, but +> I forget) that would try each initializing the RNG using each second of a +> given day, while feeding in a script that either worked or aborted early +> if anything went wrong (such as a dwarf blocking my path). As I recall, +> it took less than a day's worth of RNG seeds to find one that worked. +> +> I verified my script could work given a favorable RNG, and stuck +> that number in the message. +> +> I like how that final puzzle, unlike the game itself, does not readily +> succumb even given access to the game source. You really need to fit +> together not only the goals and the map and use of inventory space, but +> also details like just what _can_ you do in the dark...? + == Nomenclature == This project is called "Open Adventure" because it's not at all clear @@ -72,7 +113,9 @@ to number Adventure past 2.5 without misleading or causing collisions. Various of the non-mainline versions have claimed to be versions 3, 4, 5, 6, 7 and for all I know higher than that. It seems best just to start a new numbering series while acknowledging the -links back. I have reverted to "Advent" to avoid a name collision +links back. + +I have reverted to "Advent" for the binary to avoid a name collision with the BSD Games version. == Functional changes in Open Adventure == @@ -90,7 +133,7 @@ so that replays of the log will be reproducible. Using "seed" and -l, the distribution now includes a regression-test suite for the game. Any log captured with -l (and thus containing -a "seed" command) will replay relibly, including random events. +a "seed" command) will replay reliably, including random events. The adventure.text file is no longer required at runtime. Instead, it is compiled at build time to a source module containing C structures,