The Tales of the Blood (1997-2001)

After having the degree, unfortunately, my conditions of life altogether basically changed. Completely up till there and then – through many years – I still had got enough to earn my living from that incomings out of the modest combination of my college money scholarship and my periodic game development jobs and works (obviously it was still contributed by the fact that I hadn’t got an own flat yet, and I either hadn’t got to manage some sort of full household by myself); from then on this all had already ceased. What is more, I had got to start my regular military service soon (it was still an obligation about those times in Hungary, and could only be postponed before because of my studies for a while), even whether it was absolutely useless… So, during the next year, I could hardly think of the programming. Yet I didn’t stop, but even continued it, however, it became very slow and hard for me to do so, and proceed. Afterwards I had to seek for some ordinary, main, and daily job to earn a living on, at all, which I could not really keep consistent (or conform) with my original aims and dreams. Either beside my „job” I continued my (other) „job” in the sparetime (what comical), or, by turns: sometimes sacrifising them for each other (and sometimes vice-versa, conversely). In the beginning I thought that among such conditions it would only mean to last longer; to need more time. Yet I had to recognize, more and more bitterly, that it didn’t work: namely, the creation in itself requires a whole man; such one who concentrates by one’s entire being onto that, and does so continually. That meant that I should have got to live upon and get along my game development activity further on – however I didn’t find any kind of practical way to that at all.

This entire writhing endured for several years, which – if it had not been enough – I even rendered more difficult for myself with my exaggeratedly high-soaring, unreal intentions: I resolutely strived for making a „perfect” program code, that would have been an utmost ultimately optimized and polished system with a minimal hardware requirements etc. (This was partly of the innervation of the 8-bit era, and partly of my own limitless ambitiousness, too.) Doing this all in a manner that I never documented anything, and always solved or planned everything only in my head. Let’s now for example imagine a several ten thousand lined, bulk and solid, lanky Assembly code, without any single comment or remark inserted within. While I was continuously occupied in doing it, all of this might remain alive in my mind, but when things worked out in such a way I could not look at it or had to (also) care for other things, then – increasingly frightened – I faced that I could scarcely get my bearings, harder and harder, having lost my handholds and my references each in turn… And started to lose my way in my own labyrinth. (Two or three years later I was still at there, just endlessly and permanently refining the very bases of the system, and piffling and pottering about particularities.)

Sooner or later, or, much rather, slowly but surely, it led to the actual stage when the measure was quite full, and upset I left the whole alone. (That „accidentally” happened after my repeatedly changing my residence, and at the same time some other aims and ideals had started to interest – drum-making, building etc.)

By my original plans, that monumental final game of mine to be called as The Tales of the Blood (originated from a poem by Lucian Blaga) would have been ready simultaneously both in Hungarian and in English language (uniting the two in an only single version altogether, still remaining capable being translated to further ones some time later, too), within an enormous (consisting of several thousands of places built up detailed), worked out, differentiated, artificial universe, living and real far more than any former, playable even by a lot of users at the same time (a bit of MUD-like in a network), as far as also with a more intelligent and natural and many-sided parser/interpreter algorhythm than any former, plus an intuitive graphical control interface (optionally, that you need have not to use unless you wanted to in real, but which would have really eased to play the game), and with tons of literary text and mythological background, perplexed, complex mental labour causing situations, and the plot and playtime stretching into infinity… etc. All this merely on an average, common 486 machine (I did develop on that); world’s biggest and best text adventure game. That did not become true, just because I still would have needed a few more years for it – and accordingly somebody to support this by any modest financial background for that time. (However, maybe still no one would have finally played this even if it had ever been finished…)

Perhaps, in another – more modern and differently programmed – kind of environment, by another kind of approach and attitude, with another philosophy, this whole so-called „adventure” would even be repeatable and/or renewable, who knows, once… (Well, just in a sort of L’Art pour L’Art way of course…)

 

Robert Olessak (2010)


  The Tales of the Blood
09/01/2011
  
TAPLO adventure system (unfinished, 1997-2001)
  

Next: „Contents”

 

 

The Beginning... (1987-88)

The Lord of the Hell (1989-90)

The Galleon (1991-93)

The Swan-Songs of the C64 Era (1993-96)

The Hobbit (1997)

The Tales of the Blood (1997-2001)