Monday, May 14, 2012

Guncho development update

I'm taking the plunge and separating the code into pluggable modules, if only so that I can test one part of this massive refactoring at a time.

The introduction of Playfic has encouraged me to step up my game. Supporting I7 extensions is a great idea, and while automatically importing them into Guncho is a while off, my design already includes a way to share extensions between realms, so I can at least import them by hand.

Monday, March 26, 2012

Guncho development update

I've resumed work on Guncho and am basically working along the same roadmap I outlined in December. The first big changes, developed in parallel, will be:
  1. A new persistence layer based on NHibernate, which will store realm and player data in a relational database in real time and keep track of revision history.
  2. A REST API layer based on WCF, which will replace the .NET Remoting channel for communication between the control panel and game engine, and will eventually be exposed to the public.
  3. Decoupling of "Realm" from "Instance", allowing multiple copies of a game to run side by side.

Monday, March 12, 2012

ZLR bug fixes

I've pushed(*) a few changes to the ZLR Subversion repository to make Infocom games more playable. So far I'm only testing with their V5 games, since ZLR only supports V5/V8. But an eventual goal is for ZLR to be able to run and debug everything ZILF can compile, so it'll be getting V3/V4 as well, and maybe V6.

Anyway, I believe these changes will fix every Infocom V5 game -- except Beyond Zork, where the parser is still broken under ZLR. If you're brave enough to download the latest code from SVN, let me know if I missed anything in the other games!

(* yes, pushed, because I'm using Mercurial locally)