This thing is my fault, if anyone has questions/nits/etc.<p>The usual one is whether the code is somewhere. The short term answer is no, but I did pick out a name and set up a repo for anyone interested to watch, if I ever get to that point: <a href="https://github.com/abathur/roomstead" rel="nofollow">https://github.com/abathur/roomstead</a>
I did this for a website once, but I just ran it on port 23 (telnet). The "game" version had all the same information and functionality as the more mainstream-designed www site on the same host. It ran for 4 years though and not once was it found or used by a real human as far as I can tell. Made me feel like the internet was really dead. I first discovered MUDs as a child while portscanning for open SMTP servers so I could send spoofed email to my friends. It really did used to be a different experience using the net.
If you like this, you might also enjoy this (mobile)web friendly text game I made a while back: Dungeon Memalign[0]<p>[0] <a href="https://memalign.github.io/m/dungeon/index.html" rel="nofollow">https://memalign.github.io/m/dungeon/index.html</a>
Reminds me of the promotion site for The Batman where you solve Riddler riddles.<p>Just checked it out again, but apparently it's been seized by Gotham police<p><a href="https://www.rataalada.com/" rel="nofollow">https://www.rataalada.com/</a>
I sometimes wish text adventures would still have a bit more prominence today. It's nice to see games at super-high fidelity, but these old-fashioned text adventures are so "easy" to make, they're a fantastic way to get into programming as a hobby. As a kid, learning to code was reasonably easy because it was fun; I could make games for my family and friends, and at the time I started, not much was required other than access to a pirated disk of Turbo Pascal or Q-Basic.<p>I remember when Mode 13h took over and things got a lot more complicated (and also fun, for those who could work it all out). Once I had mastered Mode 13h, a whole new world opened but I wondered how someone could dive into programming if that was the first hill to climb.<p>And then the demo scene hit me, along with hacky but exciting 3D-2D projections, from plasmas and fractals to Voxel graphics (Commanche!), and that eventually required even more complicated maths that threw me out of the game-making. I remember at the time that I couldn't wait to "grow up" and reach a stage in school where they'd teach me the maths necessary to keep up with the requirements of game design at the time. I never returned to it, unfortunately.<p>Text adventures were a fantastic and light-weight way into all of it. Every time I try to convince a kid to try and make one, they struggle to get excited about it. They want to make Minecraft and Fortnite, and I don't even know where to begin to explain. So, yeah. Time to learn Unity.<p>For anyone curious to travel back in time over Christmas or so, here's a bit about Mode 13h: <a href="https://en.wikipedia.org/wiki/Mode_13h" rel="nofollow">https://en.wikipedia.org/wiki/Mode_13h</a><p>And here's a nice book on Game Design of that era, around the infamous Wolfenstein 3D:
<a href="https://fabiensanglard.net/gebbwolf3d.pdf" rel="nofollow">https://fabiensanglard.net/gebbwolf3d.pdf</a>
I have a small game to enter my site too, though mine is Twine based:<p><a href="https://shantnutiwari.com/" rel="nofollow">https://shantnutiwari.com/</a>