Latest News on EAGLE!
Latest News on EAGLE!

EAGLE IS (C)OPYRIGHT 1999 BY FERLIN SCARBOROUGH & SHADETREE SOFTWARE

Euphoria Adventure Game Language Engine

Latest Documentation on EAGLE in ASCII Text Format
Latest Documentation on EAGLE in MS WORD97 Format
Latest Documentation on EAGLE in Acrobat 4.0 PDF Format

The following list does not by any means include ALL those that made this system possible, I want everyone to know ahead of time, that if I left anyone out it was Un-Intentional.

This program is being brought to you in part by:

Hawke (A.K.A Mike De Land) - THANKS for the inspiring EuServe!

Ad Reinks
Wolf Fritz
David Cuny
David Gay (Whose GREAT tutorials ABGTE and ABGTE2 taught me the beginnings)

Bernie Ryan (Thanks for replacing my lost copy of EUSERVE)

Ralf Nieuwenhuijsen (Hope the Last Name is spelled right?)
Jiri Babor
Greg Harris

The Euphoria Community on the List Serve (http://www.topica.com/lists/EUforum/read)

RDS Software and Robert Craig (Father of EUPHORIA)

Any others I may have missed, many have unknowingly contributed to this game system.

EUPHORIA - the language this system is written in, has a public domain version available at:

http://www.rapideuphoria.com/

A registered version is available CHEAP for about $39.00 (US) at the time of this compilation.

I am also very indebted to the communities on the following news groups:

rec.arts.int-fiction This News Group is used for getting and giving answers about designing and authoring your own games, as well as discussing different authoring systems and tools. Thanks to all who have answered my questions, and for the great discussions on Interactive Fiction in the group.

rec.games.int-fiction This News Group is for getting help with and discussing games that you are playing, as well as giving tips on how to get past certain spots in a game some one is stuck in. New games are announced here also when they are released.

For Games, Source Code, Authoring Systems, Interpreters and More check out the IF ARCHIVE at:

ftp://ftp.ifarchive.org/if-archive
http://www.ifarchive.org

Another very helpful site I discovered is: http://brasslantern.org
Thank You oh so much Stephen Granade.




To begin with I think it should be made clear here that EAGLE is not by any means a completed work. EAGLE is an AGT like Adventure Game engine designed for BEGINNERS, I am only doing this as a HOBBY in my FREE time and just to see if I can.

DATELINE: 28 OCTOBER 2004

Well it has been two years since I have had a chance to work on the adventure game engine. I have just started using my Euphoria again after all this time, and have to get re-acquainted with it again. So, hopefully I will be going full steam on this project again in the coming weeks.

DATELINE: 24 FEBRUARY 2002

Finished up the Microsoft Word version of the Documentation and also converted that using Acrobat 4.0 to a .PDF version as well. Working on a Wordperfect version as well, and doing a little debugging on the EAGLE Compiler and Run Time Engines.

DATELINE: 15 FEBRUARY 2002

Updated the Documentation file corrected some errors in my spelling and started to working on a Microsoft Word Version of the Documentation.

DATELINE: 13 FEBRUARY 2002

As an early Valentine's Gift to myself, I went ahead and added the code to the Compiler and Run-Time engines to use the Messages contained in the GAMENAME.MSG or EAGLE.MSG files, and got that Working. :)

DATELINE: 12 FEBRUARY 2002

Just added a Messages file for the Parsers Default Messages. If the compiler finds a file named GAMENAME.MSG (i.e. alice.msg) it will use the messages in that file other wise it will use the default messages in the EAGLE.MSG file. That way the Game Author can customize the messages returned from the parser. All I need to do now is to actually put the code in the Compiler and Run-Time engines to use those messages.

DATELINE: 06 FEBRUARY 2002

Still REAL busy, but I did get a chance to work a little on the documentation, I added the GAME TOKENS and Parameters that were not already in there that have been added since the last Documentation update. I also added 3 Sample Templates for the Main Game Structures used so far. Locations, Objects and NPC (Non Player Characters). The Link Above contains a Text File of the Latest Documentation, Still needs ALOT of work, but isn't the Documentation ALWAYS the last to get updated :)

DATELINE: 28 JANUARY 2002

Been REAL busy, not much time to work on EAGLE, but did implement an X or Examine command as a short cut to LOOK AT, also changed the parser so it was not Case Sensitive on Player Input. Getting WAY behind on updating the Documentation :o Have started to convert 3 old Text Adventure games I had to EAGLE to test the Compiler and Parser with, so far it has handled ALL 3 fine. (YAY!!!!)

DATELINE: 20 JANUARY 2002

You can now get or take Objects and they are placed into your Inventory, also you can do an I or Inventory and get a list of what you are carrying. Progress is still a little SLOW but it's starting to come together.

DATELINE: 18 JANUARY 2002

You can now look at the Objects and get the description for them and also you can look at the NPC's and get their detailed descriptions as well.

DATELINE: 16 JANUARY 2002

Working on the Parser in the Run Time Engine so it will allow you to look at the Objects and get the Objects, hope to have this implemented soon.

DATELINE: 15 JANUARY 2002

The Run Time Engine now picks up Objects and places them in the correct location on the map.

DATELINE: 14 JANUARY 2002

I finally have the Run Time Engine reading the locations from the Database, so you can now move around the map from location to location and have the compiler building the objects into the Database as well. Progress is moving along a little quicker than I anticipated this far.

DATELINE: 04 JANUARY 2002

After a LONG break I am back in development of EAGLE. (YEAH!!). The latest change I have made so far is the compiler no longer breaks the game file down into separate binary files, instead it uses a database. The database is much quicker and smaller in size than ALL the separate files were put together. I also have done a little more work on the parser as far as multiple commands go, it is slowly starting to understand more complex syntax. Keep watching this page for the latest news on the progress of EAGLE.

DATELINE: 20 AUGUST 1999

Progress has been slow on EAGLE lately due to demands on my free time. In what little free time there has been, I have been working on porting what I already have working to Linux, so far the port has been successful I will however be developing EAGLE in parallel with the Dos and Linux versions progressing simultaneously. The Parsing is coming along slowly but is progressing. I hope to have a Pre-Alpha release of EAGLE in the very near future.

DATELINE: 09 JULY 1999

So far all there is to EAGLE is a compile program and a run time engine. A brief description of the compiler and the Run-Time Engine follows.

Compiler:
The Compiler so far only does a few basic functions, it takes a game source file (.EGL) and breaks it into individual files for the game, right now all I did was a quick and dirty file creation routine that writes the files in binary mode. I fully intend to completely redo the file handling, when I decide how I want to proceed with it that is. The Compiler looks for GAME TOKEN PAIRS such as [TITLE] ... [END_TITLE] and so on. It takes every thing between these TOKEN PAIRS and writes them out to a .ttl file, so the Run- Time Engine can display the TITLE on the Opening Screen. There are a few more GAME TOKENS that the Compiler understands at this time, such as [MAX_SCORE] or [START_LOCATION] and so on. Eventually the Compiler will build all the information into a DataBase File.

Run-Time Engine:
The Run-Time Engine still has a long way to go, it is the Work Horse of the EAGLE System, it takes the files output by the Compiler and displays the information in them as needed.



Example Title Screen from EAGLE Run Time Engine

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