This is a project to write a game in the style of Infocom's "interactive fiction" software of the 1980s, for use in computer security courses.
It is easy to set up a laboratory network for students to practise system intrusion techniques, and organise "red team" vs. "blue team" competitions. It's far more difficult to create any sort of lab practical for physical security situations.
Since we can't quickly spin up an example office building to break into, the next best thing is an old-fashioned "text adventure".
This repository is based on an example project template, but has been expanded to build the Parchment interpreter in a style that mimics late-1980s serial terminals from the Digital Equipment Corporation.
The instructions for building are below, but instead of installing something like frotz
, you can visit the index.html
after a successful build to play in your browser.
This repo contains three files:
Makefile
that needs only:
minimal.inf
from the PunyInform distributionminimal.test
file that will test the correctness of the resulting minimal.z5
gameJust type:
make
If you have all the dependencies satisfied, you should eventually have a minimal.out
file that just lists the successful test suites.
First of all, you could install frotz or some other Z-machine interpreter, and play the minimal.z5
game with it.
But you probably want to write your own game. I recommend making a mynewgame.test
file (named after your cool game idea) and entering a transcript of how you'd imagine your game could be played successfully (at least as far as you've planned it). Then make a mynewgame.inf
(also named to match the test file) and keep coding until the tests all pass!
Well no need for that exactly. Just enter the commands and use the !
and /
features listed in the comments of minimal.test
to set conditions based on substring matches and negative matches.
You can refresh the sources by running make dep
. The compiler should re-build (if needed) the next time you run make
, before compiling your game.
We build z5 because that is what the zvm
interpreter implements, and we use that for our test suite. You may find yourself wanting to craft a custom compile command to optimise for abbreviations and other command-line switches, but if you want to quickly churn out a .z3
version to save around a kilobyte or more, just run:
make mynewgame.z3
Note that z3 format has limitations on (among other things) the number of objects and synonyms for a given object. You may notice compiler warnings that some name
words are being dropped, etc.