Headline:How to Play Gilgamesh
Date:Wednesday, October 10, 2018
Posted By:Plaid Hatter Games

I am working on getting a Wrapped executable, for now I have a zip file with the entire program.

The latest release can be downloaded from etoyoc.com: gilgamesh-v0.0.1alpha.zip

You need at least Tcl 8.6 and the Tcl Sqlite extension to play. Any recent ActiveTcl installation should do.

If you have a Tcl 8.7 interpreter, you can run the game just by either dragging and dropping the archive on your Tcl interpreter executable, or running:

   tclsh8.7 gilgamesh-v0.0.1alpha.zip

Otherwise just unzip the contents and either drag main.tcl on your Tcl executable or:

   tclsh8.6 ~/gilgamesh-v0.0.1alpha/main.tcl

The game saves to APPDATA/clay/gilgamesh/game.sqlite on Windows and ~/.clay/gilgamesh/game.sqlite in Mac/Linux/Unix. You also have the option to specify a file name:

   tclsh8.7 gilgamesh-v0.0.1alpha.zip ~/Documents/My_Gilgamesh.sqlite

or

   tclsh8.6 ~/gilgamesh-v0.0.1alpha/main.tcl ~/Documents/My_Gilgamesh.sqlite

Upon starting up the game will open a web server listening for traffic on port 8015. For Windows and Mac users, the game will use the Operating System's "open" mechanism to open a browser window for you. We have a browser hunting scheme for Linux and BSD users that usually works, but if it does not you just have to open your own browser to:

http://localhost:8015

If 8015 is busy, the system will hunt around for an open port.

The game currently opens in a location of "NOWHERE", with no instructions on what to do next. Type "LOOK" in the command line to bring up links from that location to other places.

If you want to play with the code as it's being checked in see: Building Gilgamesh from Source

A couple of quick notes:

  1. Content is baked in on game instance creation. If there is new content in the game that wasn't present in your earlier game save, you will have to start with a new game save. Though I intend on correcting that later.
  2. A lot of content is dynamically generated. Names of people are randomly produced. While buildings may have the same names from town to town, two different game files will have different UUIDs for those buildings. (Towns themselves, on the other hand, have baked in UUIDs, as to all of the major characters and quests.)