Randy Hyde's HLA Begets OS Adventure Game
jg21 writes "Paul Panks already has 30 text adventure games to his credit, and he's just written a report at LinuxWorld explaining how, when he came across Randall Hyde's website, he realized that Hyde's High Level Assembly language warranted a new departure - writing an open-source textadventure game. The result is "HLA Adventure" which he released into the public domain so anyone may contribute to the expansion of the game world, creatures within the world, and additional quests. HLA Adventure has its own Yahoo group." We recently covered HLA in our Developers section.
Why do any of us care how he went about doing this? It's fine for him to have fun doing it, but if that's all this is about, then it doesn't warrant a slashdot story. If it's actually interesting enough to deserve a story (which I don't think it is), then the story should at least have the tone of "look at this crazy thing that someone did!" instead of "HLA is a useful and increasingly popular language for developing applications, such as adventure games." The latter is essentially the tone of the article and the slashdot story.
Slashdot is glorifying a backwards practice, and I believe that is damaging to the naive budding programmers that read it, and damaging to the people that end up using their programs. Expressing my opposition to this is not ridiculous--if you have counter arguments to my actual claim, let's have a discussion.
To answer the above:
I chose HLA because it was a relatively new programming experience for me. I wrote adventure games in BASIC for so long, that I grew tired of the language.
HLA -- on the other hand -- seems like a very interesting programming language. BASIC teaches somewhat backward fundamentals, but those have carried over into a plethora of BASIC interpreters and compilers over the years.
Just look at PowerBASIC and Liberty BASIC, to name a few. Despite flaws, non-Dartmouth BASIC has thrived for a long time. Now it is on the wane.
Basically, HLA is at once the most curious and most interesting language I have ever come across. Is it the best for writing text adventures? No. Inform or TADS, in my opinion, fit the bill better. But does HLA serve a useful purpose? Absolutely.
It was a challenge to write HLA Adventure because I was (and still am) so new to the language. But I love challenges. I wrote a few text adventures in Sylvain Bizorre's Mini-BASIC. I even tried one in HLA Basic. In fact, I squeezed a version of my game "Westfront PC: The Trials of Guilder" into a 24K version for the Commodore 64, Commodore Plus/4 and Vic-20:
http://www.geocities.com/dunric/pauladv.html
Text adventures are great fun, even if they don't usually display graphics (Magnetic Scrolls "The Pawn" is a good exception to this). I believe adventure games (especially text adventures) allow users to explore inner worlds within the mind. Infocom and Zork used a similar ad in the early 1980's when discussing the "power" of the brain in generating graphics.
So, to recap, I believe HLA was a challenge to write an adventure game in and so I picked that challenge instead of using another language (such as BASIC, which I have used so often that I can code an adventure game the size of HLA Adventure in under two weeks).
I have a lot to learn about programming. I am a novice at C/C++, I don't know Python, and I am still very inexperienced at HLA. BASIC is about the only language I know by heart.
Sincerely,
Paul Panks
dunric@yahoo.com
Few cats act their age, while most just cough up fur balls.