Je pense à écrire un petit jeu d'aventure basé sur du texte, mais je ne sais pas trop comment concevoir le monde d'un point de vue technique.
Ma première pensée est de le faire en XML, conçu quelque chose comme ceci. Toutes mes excuses pour l'énorme pile de XML, mais j'ai pensé qu'il était important d'expliquer pleinement ce que je fais.
<level>
<start>
<!-- start in kitchen with empty inventory -->
<room>Kitchen</room>
<inventory></inventory>
</start>
<rooms>
<room>
<name>Kitchen</name>
<description>A small kitchen that looks like it hasn't been used in a while. It has a table in the middle, and there are some cupboards. There is a door to the north, which leads to the garden.</description>
<!-- IDs of the objects the room contains -->
<objects>
<object>Cupboards</object>
<object>Knife</object>
<object>Batteries</object>
</objects>
</room>
<room>
<name>Garden</name>
<description>The garden is wild and full of prickly bushes. To the north there is a path, which leads into the trees. To the south there is a house.</description>
<objects>
</objects>
</room>
<room>
<name>Woods</name>
<description>The woods are quite dark, with little light bleeding in from the garden. It is eerily quiet.</description>
<objects>
<object>Trees01</object>
</objects>
</room>
</rooms>
<doors>
<!--
a door isn't necessarily a door.
each door has a type, i.e. "There is a <type> leading to..."
from and to are references the rooms that this door joins.
direction specifies the direction (N,S,E,W,Up,Down) from <from> to <to>
-->
<door>
<type>door</type>
<direction>N</direction>
<from>Kitchen</from>
<to>Garden</to>
</door>
<door>
<type>path</type>
<direction>N</direction>
<from>Garden</type>
<to>Woods</type>
</door>
</doors>
<variables>
<!-- variables set by actions -->
<variable name="cupboard_open">0</variable>
</variables>
<objects>
<!-- definitions for objects -->
<object>
<name>Trees01</name>
<displayName>Trees</displayName>
<actions>
<!-- any actions not defined will show the default failure message -->
<action>
<command>EXAMINE</command>
<message>The trees are tall and thick. There aren't any low branches, so it'd be difficult to climb them.</message>
</action>
</actions>
</object>
<object>
<name>Cupboards</name>
<displayName>Cupboards</displayName>
<actions>
<action>
<!-- requirements make the command only work when they are met -->
<requirements>
<!-- equivilent of "if(cupboard_open == 1)" -->
<require operation="equal" value="1">cupboard_open</require>
</requirements>
<command>EXAMINE</command>
<!-- fail message is the message displayed when the requirements aren't met -->
<failMessage>The cupboard is closed.</failMessage>
<message>The cupboard contains some batteires.</message>
</action>
<action>
<requirements>
<require operation="equal" value="0">cupboard_open</require>
</requirements>
<command>OPEN</command>
<failMessage>The cupboard is already open.</failMessage>
<message>You open the cupboard. It contains some batteries.</message>
<!-- assigns is a list of operations performed on variables when the action succeeds -->
<assigns>
<assign operation="set" value="1">cupboard_open</assign>
</assigns>
</action>
<action>
<requirements>
<require operation="equal" value="1">cupboard_open</require>
</requirements>
<command>CLOSE</command>
<failMessage>The cupboard is already closed.</failMessage>
<message>You closed the cupboard./message>
<assigns>
<assign operation="set" value="0">cupboard_open</assign>
</assigns>
</action>
</actions>
</object>
<object>
<name>Batteries</name>
<displayName>Batteries</displayName>
<!-- by setting inventory to non-zero, we can put it in our bag -->
<inventory>1</inventory>
<actions>
<action>
<requirements>
<require operation="equal" value="1">cupboard_open</require>
</requirements>
<command>GET</command>
<!-- failMessage isn't required here, it'll just show the usual "You can't see any <blank>." message -->
<message>You picked up the batteries.</message>
</action>
</actions>
</object>
</objects>
</level>
De toute évidence, il faudrait en faire plus que cela. L'interaction avec les gens et les ennemis ainsi que la mort et l'achèvement sont des ajouts nécessaires. Étant donné que le XML est assez difficile à travailler, je créerais probablement une sorte d'éditeur mondial.
Je voudrais savoir si cette méthode présente des inconvénients et s'il existe une méthode "meilleure" ou plus standard pour le faire.