Wilderland

WILDERLAND (WL) allows you to see what’s REALLY going on in this wonderful world created by Veronika Megler and Philip Mitchell in 1982 at Melbourne House. It runs the original game code in a rudimentary Spectrum emulator, while displaying the state of objects and animals, the current positions of the latter, and a log what all the other creatures (NPC) do while Bilbo is in one place.


Another World JS

Another World (or, Out of This World) is a wonderful game developed by Eric Chahi and released in 1991.

I have some kind of obsession with this game. During the years, I ported various versions of the game (3DO, PC, hires) to a handful of platforms: PSP, PS2, GBA and PC. Here is my new pure Javascript implementation. No plugins, no ActiveX, no Flash. Just need a modern browser (Chrome, Safari, Firefox, Opera) and you’re good to go.


The Pac-Man Dossier

This web page is dedicated to providing Pac-Man players of all skill levels with the most complete and detailed study of the game possible. New discoveries found during the research for this page in December 2008 have allowed for the clearest view yet of the actual ghost behavior and pathfinding logic used by the game.


Undum

Undum is a tool for writing hypertext interactive fiction. It has some unique features and a visual design that encourages narrative games.


The Complete and Utter Newby Tutorial for Dwarf Fortress – Part 1: “WTF?”

Dwarf Fortress is an extremely interesting and complex game, but one which people find exceptionally difficult to get into. Although it isn’t hard to find tutorials, many assume some basic knowledge of the interface and what the player is looking at. They also don’t take into account different tilesets and versions and the difficulty new users have in finding a good site for that first fortress.

But all that is in the past as AfterActionReporter.com is pleased to present The Complete and Utter Newby Tutorial for Dwarf Fortress! It comes with a pre-made world and save and full game download for you to play along with. And a ton of screenshots. Yes, many, many screenshots.


openholdembot – Project Hosting on Google Code

OpenHoldem is an open source screen scraping framework and programmable logic engine for the online Texas Holdem poker game.

This framework does not include automated collusion capabilities.

It does include:

* A parameter driven engine for screen scraping and interpreting game states (Table Maps)
* A logic engine for making poker decisions based on the game states
* A simplistic scripting language for describing how these poker decisions should be made (using the Spirit parser library)
* Various interface mechanisms allowing for the creation of decision logic via alternative means (C++, Perl, etc)
* An engine for applying the poker decision to the casino table (Autoplayer)


MAngband

MAngband is a free online multiplayer real-time roguelike game, derived from the single player game Angband.

To win the game you must build up a character, selected from any one of 10 races and 6 classes, to be powerful enough to defeat Morgoth, Lord of Darkness, who lives in the dungeon 5000 feet below the surface of the town. As you work towards this near-impossible goal, you will chart unexplored dungeon passageways, do battle with legendary creatures, and find lost artifacts. And of course throughout your journeys you will encounter many other adventurers — whether they be friend or foe is up to you to decide!


.NET Terrarium 2.0 – Home

Welcome to the .NET Terrarium 2.0 project! Terrarium was created by members of the .NET Framework team in the .NET Framework 1.0 timeframe and was used initially as an internal test application. At conferences and via online chats, Terrarium provided a great way for developers to learn about the new .NET programming model and languages as they developed creatures and introduced them into a peer-to-peer ecosystem.


Mu’s rant about RPG design

These pages contain a whole bunch of stuff about my personal philosophies on game design, and the state of game design. It leans heavily towards making a fantasy pre-industrial age MMORPG that is realistic, believable, balanced, and immersive. Some of these ideas and suggestions are applicable to all types of game design in any genre, from pen and paper to the MMORPG model. Some of them are specifically geared for computer-based systems. Some of them require server and wide area networking technology that is about 3 generations away.

Load More