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.