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Re: World Builder Type Application
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Re: World Builder Type Application


  • Subject: Re: World Builder Type Application
  • From: Loukas Kalenderidis <email@hidden>
  • Date: Thu, 10 May 2007 00:17:53 +1000

On 09/05/2007, at 11:40 PM, Mike Burns wrote:

Nostalgia hit yesterday and I dusted off my old Mac II. Browsing through my old hard drive I stumbled upon World Builder -- an adventure game creation tool from 1986 that I used to play with in my younger days.

Now I'm still a few steps away from being able to attempt making a program like this -- but I had a few questions just out of curiosity. There are several aspects of a program like World Builder that are a bit out of my league, but if I had an idea what direction to start looking in that would be great.

Please do it, I'd be so keen to play with it :D In fact, I'm tempted to pull one of the old Macs out of the cupboard to play with World Builder again myself.


World Builder allowed you to build "Scenes" -- a picture window and a text window, and allowed you to create objects which you could place in those scenes. It also had a very simple scripting language that allowed for some fairly complex games to be created. Once you finished creating your game, it was saved as a self contained application that could be played without any sort of runtime environment.

How does that process work? How could I write a program with XCode/ Cocoa that could let a user put all those elements together and then save it as an mac os x application? I'm sure this is a fairly complex topic, but any push in the right direction would be much appreciated.

I'm not sure how it worked with World Builder, but I'd probably do it as follows:


1) Define a data format for game resources that covered the features you wanted - scenes, links between scenes, commands, objects in the scene, etc
- I'd probably use a set of plist files and related resources, as they are easily loadable as NSArray/NSDictionary
2) Build a game engine application that reads some resources in the defined format from its bundle and runs the game
3) Build a development environment for building the scenes that saves out the data in the defined format.


You'd have a copy of your game engine shell app stored inside the bundle of the development app, then when you want to save a game you just need to copy the game engine shell application and dump the resources inside the new copy.

Sorry if that wasn't clear, it's late and I'm tired. If it's not, ask and I'll answer tomorrow at work :) Hope this helps.

Cheers,
Loukas
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References: 
 >World Builder Type Application (From: Mike Burns <email@hidden>)

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