Adventures in Alan v3

Alan is an open source project and for many years source has been available, during the last decade on Bitbucket. For various reasons GitHub has become a more and more apropriate site for hosting open source projects. There has also been some activity there to consolidate some Alan related project into an organization not surprisingly called alan-if, primarily thanks to Tristano Ajmone. One of the most important is the alan-docs project, where you can find many of the Alan documentation projects. So Alan has moved there too.

I hope this will make Alan even more visible, and make it easier to cooperate on improving the Alan system.

(The old repo on Bitbucket, will still exist, but only rarely be brought up to date.)

Thank you for your support!

Space for website, download areas, bandwidth and certificates for code signing are some of the actual costs that your money will help to pay for.

I hope you'll have fun using Alan, wether you are an author of Interactive Fiction or a player.

You are joining the Honor Roll:

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We usually think of programming languages and their standard libraries as forming one coherent whole, and for general-purpose languages this might as well be the case. But in text adventure authoring systems the two are more divorced. Often, the language proper has few or no features specific to interactive fiction, and it's the library that makes it into an authoring system, properly speaking. Such is the case with TADS 3, which has recently acquired a new standard library called adv3lite and Inform 6, which has several alternatives, none especially popular.

In "No Time To Play" Felix Ple┼čoianu writes about the pleasures of writing an adventure in Alan.

There are always problems with software! They crash and/or do the things you say, when that was not what you wanted. Even in IF software. We want to avoid those problems as much as possible.

In a compiled environment (having a compiler to analyse the source code and convert that to something that the interpreter can run), there are five levels of problems to cater for. The goal with the Alan Langauge and its compiler has been that there should be very little chance that the *player* should get into trouble, whatever the problem is:

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What They Say

"I think it's the best IF language I've ever seen - and I *am* a programmer."

Andrew Heale