Crates.io | hornvale |
lib.rs | hornvale |
version | 0.1.1 |
source | src |
created_at | 2022-10-30 20:59:35.800625 |
updated_at | 2022-10-30 20:59:35.800625 |
description | Hornvale is an experimental, idiosyncratic text adventure game written in Rust. |
homepage | https://ndouglas.github.io/hornvale/ |
repository | https://github.com/ndouglas/hornvale/ |
max_upload_size | |
id | 701658 |
size | 4,395,304 |
Hornvaleđ is an experimental, idiosyncratic game written in Rust. I was referring to it as a "prose-based roguelike", but now I'm thinking it might be more like "open-world interactive fiction".
I don't know if this is stupid or not. It's a more personal project than I typically throw on GitHub, and I'm making it up as I go.
For more (a lot more) on my approach to the project, check out the book, which is pretty much what's going to serve as documentation.
The main thing I want to play with, that ties this to the roguelike tradition, is procedural content generation. But I'm also deeply embedded in interactive (and non-interactive) fiction, and MUDs, both of which tend to be intentionally authored experiences. The former is deeply invested in a notion of efficient storytelling, the latter in a more open-world concept with multiple narratives. I'd like to explore this area and figure out what sort of messes I can cause.
This is likely to be an incredible amount of work, and frankly, I don't really have a good history with regard to actually completing personal projects, so feel free to just cruise right by this one. Also, the fact that I've Unlicensed this is probably a good indicator of how much general appeal this project has.
But maybe this will be something that grows over time into something worth looking at.
A previous iteration, purely exploratory, can be found here. It was/is mostly just investigatory, figuring out what was possible, and whether I could bear to do it in Rust.
Status: These indicators' meanings are subject to change as I progress.
Because I'm an idiot, most likely.
Singleplayer. A lot of this is informed by MUDs, but their nature (being multiplayer and easy to join) forces some design decisions on MUDs that I don't think I want to follow. For instance, I want to largely avoid grinding. Incredible levels of grinding can be required in MUDs because of Massively Online players, and I don't think that farming XP or skills is the experience I want to create.
I use castle names from George R. R. Martin's A Song of Ice and Fire for project names. Gives me something interesting and at least semi-evocative, but also narrows my choices so I don't spend all damned day bikeshedding the project name.
So "Hornvale" might be a codename, it might be the name of the game for all eternity, I might rename this at some point to Seymour Butts in the Festival of Massacres II: Revenge of the Soulslurpers. No idea. I just don't care. I already spend too much time naming things.
Uh, yeah, sure. Oddly specific.