Snack (it's actually called that now, not just codenamed) is a text
adventure authoring system that I am writing. It's a lot like TADS in
some respects; it has TADS-like properties/inheritance and the code
is similar to TADS code. The first compiler and interpreter will be the
Linux version, but hopefully someone will decide to port it.
It will feature precompiled libraries, and the ability to precompile your
own files. Precompiling a module is as easy as typing 'precomp money.src'
and inserting a line like '#pc money'. It will also have some sort of NPC
scripting, and some functionality will be implemented in Snack code so it
can be replaced easily (for example, the fuse/daemon/timer/script system).
I will personally answer any Snack questions, solve any problems that I
can, and provide support for Snack authors. Snack will be accompanied by
at least a brief description of how to design objects, use functions,
etc., as well as a sample game (not as big as Ditch Day Drifter... more
between Toyshop and Balances). A larger manual (not as big as the Inform
one, though) will be available.
The Snack compiler and interpreter source code will be freely
distributable. Snack's library will be precompiled so that Snack games
will compile faster. The library source code will be available for a
small fee (around $5-10), though its use will be thoroughly documented in
the manual[s]. There is no registration required or even encouraged;
Snack is not crippleware, shareware, or postcardware, it's freeware.
It's pretty early to make a lot of claims about what Snack will be able
to do. Right now, the compiler can parse an input file (spewing out a
list of tokens), and that's it. The interpreter can display a status
line, and it can interpret a small data file that instructs it to print
"I like noise." and quit. Still, I hope that you will either look forward
to Snack's release date, or run away screaming whenever anyone mentions
AlloySoft. As long as I've made a difference, I'm satisfied. Sort of.
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