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In doubt, keep it as simple as possible, simple words that most people would use. So, when coding, you should stop and think about the many ways someone might want to look at the table.
ONLINE TEXT ADVENTURE GAME CREATIOR CODE
You almost have to predict what the player is going to type, so the trick is to code as many combinations of words as you can think of to perform a specific action.įor example, if the player wants to examine what is upon a table, they might type “examine table”, or “look at table”, among other phrases. But in text adventure games we need a combination of words to perform an action, so it can get a bit tricky for the developer. In gaming, dealing with direct controls like “x” or “space” or “wasd” buttons is quite easy, since we just need to press them and the action happens. That’s the point of a text adventure.ĥ – The text commands need to be instinctive Let the players think by themselves you provide the fuel to their imagination, now they have to use it. While it is true that the game has to be accessible for people who have never played anything of the genre, that does not mean you have to treat them like idiots. However, there is a fine line between writing a description that allows the player to deduce the purpose of an item, and simply telling the player its purpose. For example: if the player is able to get a glass bottle, describe it so they know if they are supposed to fill it with a liquid or use it as a weapon, or even to use it to make a noise that should distract an enemy. In addition, each room in Cleansuit has a simple illustration, showing the player what is around them and possible things to interact with, excluding the need for too much detail in the text description of the area.Īs for the items, describe them in a way that clearly tells the player how they can use it. In the case of Cleansuit, which also uses this kind of command, the main character navigates through his own house, although the game also gives you a map. The House Abandon is a title that uses commands like “go to hallway”, since in the story the protagonist used to live in the house he is navigating through, so he knows his way around. A white dot indicates the player’s currently location. The player could look at the map through a command and check the names of the rooms to navigate through the environment.
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Of course, there is a third option, which is to give the player a map, something I did in my game.
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But if the protagonist is in a familiar place, they would know what is behind each door, so it would make more sense to use the second layout option. If the main character is in a place they have never been to, the cardinal direction layout could be more interesting, because it creates that sense of mystery and makes the player wonder what is behind each door, just as the character would. However, if your game is set inside a house, for instance, you could write something like “in the hallway, you see a door leading to the bedroom and another one leading to the bathroom”, so the player could type “go to bedroom” to move to another room.īoth approaches are good, and if you don’t know which one to choose, think from a storytelling point of view. For example: “there was a door to the north and one to the east”, so you could type “go north” and you would go through one of the doors (if unlocked). What is the name of the room? Be sure to place it above the description of the room or area, so the player knows where they’re currently at.Ĭlassic titles, like Trinity and Zork, oriented the player using cardinal directions. Does the room have one door? Two doors? Make it clear to the player in which direction they can and cannot go. Are there objects in the room? Tell the player what and where are they in a simple and direct manner. So your description of a room or area has to be as clear as possible. You have to keep in mind that, without the visual element, it’s a lot more difficult for the player to situate themselves in an environment. 4 – Describe the settings and directions in a clear and specific way