My name is Andrew. When very young I was enthralled by a new type of book called Choose Your Own Adventure. Eventually the randomness annoyed me, but by then I’d discovered the wide world of Text Adventures. I even annoyed my parents into buying some Apple program that created them for you, with dice rolls in some areas.
I grew up trying to create text adventures on my family’s Apple IIe. I loved the Infocom games but was horrible at them. I remember arguing with my older sister after I revealed all the InvisiClues in Hitchhiker’s Guide to the Galaxy.
My games as a kid were derivative but impressive to everyone else. I remember having a different “INPUT A$” for each room, then the glorious day one line took care of all moves. I remember gleefully building up pointless porches and giving points for obvious commands. I also remember being crushed when an AppleSoft adventure got big enough and ran out of memory. Perhaps the greatest blow to my programming self was when I wrote a game collection for a school project. I watched people thoroughly enjoy a game where you were a dot, dodging other dots moving randomly. But my text adventures! My simple text RPG with hit points and spell points! They took days and this game–2 hours. (People also loved my driving game where a <-> had to stay on the road. It took 2 hours, too.)
Then I discovered RPGs, and only the occasional item on clearance in the shrinking Apple section of Babbage’s–or Egghead–brought me back to text adventures. But then there was Tetris, and getting a lousy grade in Advanced Placement Computer Science seemed to confirm I was not a programmer. (Of course, I probably just played BlockOut too much. I was the class champ!)
I gave up completely once our Apple II died, Infocom moved to spreadsheets, and graphic games took over. I’m glad others carried the torch–to the point of creating intuitive programming languages. I found some old Infocom games online. I finally figured the box puzzle in Zork 3. I also found a walkthrough for Pyramid of Doom–and felt dumb what I missed.
But I was too lazy and IF programming wasn’t intuitive enough yet. Until Inform 7.
My young days were a lot of fun, but I expect better of myself now. Especially with I7 doing the dirty work. I’ve got the ideas and want to execute them. I’ve already written two unreleasable, simple games and enjoyed doing so immensely. I’m looking forward to trading ideas, beta-testing, encouragement, etc.