Hello stalwarts,
It's great to see some recent list activity.
The Incursion source code as you know is dated from the 90's. It is quite an accomplishment by Julian in bringing together what are now dated things like a compiler compiler and a C++ preprocessor to build the modules. And the code is dated too, it likely predates the std namespaces for programming fundamentals like strings, lists and so on. And then it is 32-bit and things are easier these days if you're 64-bit. All this adds up to mean that it's become a legacy project which has kind of fallen into a natural cycle of decay. You can still run the old builds but you have to deal with the unfixed problems.
Some people have made the odd bug fix in their own forks of the code, there's even someone who merged some stuff into my old long neglected bitbucket repository that moved to github. I did engage in an effort to try and modernise it a year or two ago but it was encumbered by all the details in the first paragraph. Someone else did offer to chip in and help out, and followed through but they had strong personal programming preferences that I found incompatible (not skill issue but modern directional related).
So what's up with this rewrite? Well, things have changed. We have "AI", but since it only approximates intelligence through probability and loops and my mother calls it A1, I am going to use her term for it. Anyway, a week ago in order to improve my skills I paid for a claude code subscription and have been exploring how to use it best. One of the projects was the Incursion one, because it occupies space in my head.
Well, I pointed A1 at my working Incursion install and said convert it while I do other things. And well, it's making progress. It has written a script parser to load in all the Goblin Cave module content, it has a dungeon generator and viewer. It has written itself tools to stress test and play the game itself. I even had it research how to run a debugger and diagnose memory leaks. It's still a long way from playable but it is looking promising. Again, this isn't real intelligence it's mostly like having a pretty good team of developers who lack a bit of context and need to be kept on track.
So what we have is probably the only possible path forward for Incursion that just moves us away from the dated code base. The goal for the project is to get the existing module content playable. Once it gets to that point we have a lot of other options.
Some of you may have objections to AI and maybe you don't want a modern Incursion out of principle, well, that is your choice. But I want to never look at the old Incursion code ever again. And I want Incursion atrophying to stop occupying space in my mind.
Anyway, thoughts?
Bueller ..
Bueller .. Bueller?
Cheers,
Richard.