Hello!

Hello everyone! Just a quick update to apologize for falling off the end of the Earth; it was an amazing trip down but a hell of a clime back up ūüôā As for a newer and shinier chrome plated,¬†laser¬†engraved, hand painted¬†version¬†of Pork all rapped up in brown paper and tied together with twine — you’ll have to wait a little longer. Just know that is in production. Andy would give you a more technical explanation but is too¬†busy to be bothered… So I had to give a¬†sugar¬†coated¬†one! Again sorry for the utter lack of updates I will have to start being more entertaining or bug the others a lot more…

Yours Truly,

Cat

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Happy belated New Year everyone!! I just wanted to¬†announce¬†that you can now get Pork T-Shirts with your¬†favorite¬†Text-based Game’s Icon on the¬†front.¬†Please feel free to check it out.

Description:

Pork Icon Tee!

Have you ever wanted your favorite Text based adventure Game’s Icon on your T-Shirt? Do you want to be cool? Do you want to support Indy game development!? Do you just like obscure internet references? Well then what are you waiting for!?

-Cat

Happy New Year!

Happy New Year! I hope everyone has had a good holiday season! Steadily I’ve been making progress on the new version of Pork and PorkScript. After much planning and work, I am almost 2/3 done with the entire project. Much work is still to be made on the PorkScript parser (parsers/lexers for high-level languages are complex!), but eventually I shall have it finished along with version 2 of Pork (a complete re-write of the game).

The new version of PorkScript is far more powerful than the old, archaic PorkScript used for the current version. It resembles a true high-level language, and has syntax comparable to that of Python and BASIC. With the new version, users will be able to create text-based adventure games with custom commands, custom properties, states for maps, and so much more! All the glaring issues in the current version of Pork are theoretically fixed with the new version.

Creating the parser for such a language has been a challenge (given that I have no¬†experience¬†with these types of programs, and have had no direction in how to build the parser). I also¬†apologize¬†for the lack of posts over the months, but I have been busy with school and the new version of Pork. I do give my thanks to all those who have downloaded this game! I’ve also seen the game talked about in some forums and people seem to¬†genuinely¬†enjoy it! I thank all of you for your interest in this project and I hope that the new version of Pork will knock your socks off!

Also, according to the report WordPress gave me, the UK has viewed our site more than any other country. So thank you, United Kingdom, you’re awesome! (And I’ve been to London and I have to say, the weather there is lovely! It’s my favorite city, right next to the Czech Republic’s Prague!)

— Andy Brennan

From the Artist’s Desk

Hey this is a bit of a tidbit on a piece the Graphic design of Pork – The Icon! Oh and yes I am copying Andy’s ‘From The Programmer’s Den’ with the title here ūüėČ

Originally there were three design concepts made in Adobe Illustrator (by me) and sent to the team for judgment.

 

 

 

 

The first was random white scripting on a black¬†backdropping¬†with a 3D¬†pork chop¬†and letter ‘P.’ As you can¬†imagine… this was really¬†difficult¬†to see when¬†reduced¬†to the size of an icon (50px X 50px) – I also really lacked in¬†expressing¬†Pork and it’s developers. (AKA a bunch of really weird¬†high schoolers)

 

 

The¬†second¬†design was a pork chop as the letter ‘P’ in the word ‘Pork,’ the eye in the final design used as the letter ‘o’ and the rest of the word written in a¬†meaty¬†pink color. Note: The¬†second¬†design was made after the third and final design.

 

 

The third design is the one being currently used with minor alteration, the teeth were originally a bit different.

The final design that you see in the game >> The monster drooling over a nice juicy pork chop ^_^

 

 

 

The icons were all made in Adobe Illustrator as vector images, rendered as PNG-24 and then converted to .ico using a handy little program called ToYcon. ToYcon is amazing btw, you don’t have to install it and it has a drag and drop interface.

Well thats all for post! Sorry it wast as long as Andy’s ‘From The¬†Programmer’s¬†Den’ nor as funny as my usual pages. I hope you’ll stay with us the rest of the summer for more¬†articles¬†&ct. I am going to be putting up a bit of a ‘what the hell are we doing update’ up soon so you know whats¬†happening¬†with updates and future content. Hint: A LOT!!

Yours Truly,

Cat

From the Programmer’s Den — Pt. 2

Hello again everyone! I think it’s time for another installment of ¬†“From the Programmer’s Den.” Remember that as you’re playing Pork please send all your thoughts, suggestions, constructive¬†criticisms, and bugs to porkadventures@gmail.com! Pork may be crude as hell now, but with time and work it can become far better! Now on to the story…

PART TWO — The Game Engine

Before I could begin building the code that ran the engine, I had to set up some classes to represent¬†significant¬†things in the game (e.g. maps, items). I started with maps and decided to give each one possible directions that could be traveled to from the map and of course its name and description. At first I wanted to create a flag system that would tell the program what directions could and couldn’t be traveled in, but I soon figured out that it would not work. With little pieces being put in at a time to test the classes themselves I finally pieced together how I wanted the Pork Definition Format (.pmf files) structured. It was here that I devised the most integral part of Pork, the ID’s given to maps and items. With these IDs I could much more easily manipulate specific items and maps with a single function for each. I also solved my directionals problem with my maps: each direction would have a number and that number would specify the map ID that was in that direction, and 0 meaning that direction could not be traveled.

The engine was more or less pretty easy to design (although the file-parsing bits are arduous sometimes). I was putting in more and more commands that could be used to interact with the game and it was coming along nicely. There is not much to really talk about with the game engine aside from a few caveats that consistently annoy me (which I will now detail).

One of the most annoying aspects of my game engine is textual input. Currently, Pork uses the std::cin buffer to take all text. With std::cin extraction (std::cin >> blah;), spaces¬†separate¬†parts of the command with no exceptions. std::cin extraction is by far the easiest to manage; however, it causes glaring issues with things like multi-word item names (red rock, gray stone, dead elvis, rotten potato). Users must currently put in item names as such: DeadElvis, RedRock. To me, this is absolutely unacceptable and annoying. I would prefer that the game not have to rely on std::cin extraction like this and I’m trying to come up with alternatives.

The second thing that irks me about my engine is the Pork¬†Definition¬†Format. The PDF is¬†extremely¬†finicky and requires everything to be exact or there will be poor parsing results. It is also very difficult for me to add in new features. Everything must be in an exact order and it is very easy to screw things up. I have no doubt that it confuses anyone who attempts to mod the game. It is not the worst thing in the world, but it is pretty bad. What I think would be really cool is a scripting format. Some sort of code that can be in any order, doesn’t care about whitespace, easy to manage, and easy to add on to. Creating a structure for this is easy, but creating a parser is not. I would like to make it my next project in order to open up what can be done with Pork. The PDF limits Pork’s¬†abilities and needs to be improved. For example, if I wanted to make an ‘eat’ command, I would have to create some sort of line that would be added on to the PDF (and at this point it would have to be optional, giving more work to the parser). The more commands I would want to add, the more the parser has to do, the more convoluted my C++ code gets, the more convoluted the PDF gets, and it all spirals down from there. Currently, I’m thinking of a new parser and scripting format that would work far better. If we want Pork to become¬†infinitely¬†versatile, the PDF MUST GO.

Well, I know that kind of just completely spun in a different direction, but there isn’t much in Pork to detail, as it’s quite cut and dry (except for the glaring issues)! I¬†apologize¬†for that, by the way. ūüėõ But now you know my pain and how I want to fix it. And hey, it could have been worse. I had half a mind to discuss how (with examples) I wanted my new scripting format to work! So, until next time (if there’s going to be one ūüėõ ), have a good [place time of day here]!

What was the first thing you did when playing Pork?

Was it to kill Elvis??!!

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