I’ve been working with Inform 7, and discovered that it is possible to hit a very human-reachable limit on the scope of how big I might program the game. Of course, there’s a limit to any application, and I don’t need “infinite” space, but I don’t want to work in a system where I am limited to what I might reasonably try to create. I’m looking at TADS 3 as an alternative, and it looks like it is far more difficult to learn and less well documented than Inform 7, so before I expend significant resources learning a new language/system, I want to make sure it will do what I am hoping to do.
Is it feasible in TADS to create an application with hundreds, maybe a few thousand, unique persons, and hundreds, if not tens of thousands, of unique things? Is it possible to do this without making the application have difficulty compiling, or where the performance of the application becomes unacceptable?
I may have reusable classes of things as well, but many things will need to have persistent records. From what I understand, TADS doesn’t keep all objects in memory all the time, and objects should be able to be created dynamically. However, I want to make sure that the objects that are not currently “in use” can still be altered when they are in use, and be recalled with the changes, not set to a “respawn” or “default” state. At a high level view, is this at all feasible in TADS 3?