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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Fri Jan 31, 2003 10:04 pm    Post subject: text rpg's [quote]

i've decided to make a text rpg and delay my other one.

i couldn't think of a good system of moving around in. what text rpg's would you guys recommend?
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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Fri Jan 31, 2003 11:10 pm    Post subject: Simple Question [quote]

   By text rpg, do you mean ASCII-dungeon style (a là Rogue, NetHack, etc.), or interactive-novel-ish style?
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Sat Feb 01, 2003 2:29 am    Post subject: [quote]

If you're referring to an interactive fiction type game, your best bet is probably a language called "Inform". It's *very* well architected, and there are some stellar guides to it out there that are a pleasure to read while being informative. The language itself is set up so that you can get up and running very quickly with basic objects and rooms, but is flexible enough that you can do arbitrarily complex things. (One guy with far too much time on his hands even wrote a Tetris clone in it.) The guides and web sites have scores of examples to learn from and dissect.

It's the language that the Infocom games are written in, so it's probably one of the most tried-and-true interactive fiction languages out there, and you can probably find compilers and clients for any platform you would want to use to play it on. It also has a fairly active community, with yearly IF competitions.

If you're looking to do IF, it's definitely worth a look.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Sat Feb 01, 2003 12:28 pm    Post subject: [quote]

I don't think he meant a roguelike.
There are 2 nice text adventures on Abandon Keep, for all ye abandoned wares. But somehow it can't be found, I don't hope they quit.
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sat Feb 01, 2003 3:20 pm    Post subject: [quote]

i'm just gonna sit back. kinda write a prequel to my original game and put it in my text game. but i think i know what i'm gonna do. I got it down to two choices.

it'll kinda be like those old text adventures. you know, you say, (go to the trees) and that's what you did. pick up the sword, and it'd say, you picked up the sword. For each time you say, go to, there'd be a chance that you'd get in a battle. Since battles will be less frequent, i'd make them harder, but you'd get more experience.

The think i really noticed in text rpg's, is that they almost NEVER seem to go into much detail. like, this one i downloaded, it worked by having to type in n,s,w,e to move, and then you had to press ENTER! what's up with that? why not use inkey$?

Anyways, I believe this'll be more flexible than most, as most you have to choose numbers 1,2,or 3 in order for things to happen, or something like that. basicall, here'll be the setup.

the text you write is on the bottom. the main story/events will be in the middletop. on the side will be either your commands, in case you forget them. The other side will be the list side, for in case you say, save. the save box will be on the right side. you say, pick up. the items you can pick up will be on the right side. the purpose of this is so that you can choose what to do with ease, and you don't have to redo things to see the storyline again.

in a way, my text rpg will be sort of an adventure rpg.
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sat Feb 01, 2003 3:21 pm    Post subject: [quote]

in other words, what i meant is that, you read a story instead of moving a player made of ascii around.
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PostPosted: Sat Feb 01, 2003 3:46 pm    Post subject: [quote]

Barok wrote:
The think i really noticed in text rpg's, is that they almost NEVER seem to go into much detail. like, this one i downloaded, it worked by having to type in n,s,w,e to move, and then you had to press ENTER! what's up with that? why not use inkey$?


That's probably so you could type longer commands, like "eat apple". If you just executed "go east" when they type "e", you'd never have a chance to type "at apple" after it to indicate that you wanted to do something other than going east.

Anyway that game sounds *very* rudimentary. On the plus side, it sounds obscenely easy to develop, but on the minus side, it probably won't be very challenging for you to write or for players to play. Consider checking out inform, as I mentioned earlier, if you want a deeper play experience.
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Sat Feb 01, 2003 7:44 pm    Post subject: [quote]

http://www.abandonkeep.com/games.php?GameID=195
http://www.abandonkeep.com/games.php?GameID=193

I espacially like The Hitch Hiker's Guide tekst adventure, that's the one with 195 as game ID.
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sat Feb 01, 2003 8:41 pm    Post subject: [quote]

how do you download anything?
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sat Feb 01, 2003 9:31 pm    Post subject: [quote]

The text adventure I'm doing now is more fiction than interactive. You basically read some text, then you can make 1 of say, 5 decisions, you read more text, make another decision, etc... It does have VERY simple battles to spice things up a bit, though.
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sat Feb 01, 2003 9:58 pm    Post subject: [quote]

see, what i like about text adventures is that you can concentrate more on the story, and stuff like that rather than concentrate on creating eye-popping graphics. (hey, i'm not against eye-popping graphics!) unfortunately, people usually rush text adventures, go through it once, and don't usually add things to improve them. at least, not with the text adventures i've seen. i'm just gonna hope that mine is very good.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Sun Feb 02, 2003 3:28 am    Post subject: [quote]

-=(FRoG32)=- wrote:
The text adventure I'm doing now is more fiction than interactive. You basically read some text, then you can make 1 of say, 5 decisions, you read more text, make another decision, etc... It does have VERY simple battles to spice things up a bit, though.


Barok, if what -=(FRoG32)=- describes above is the sort of thing you're thinking about (which it sounds like you might if you're talking about inkey$), why not develop it in HTML and put it up on the web? What he describes could largely be done with web pages. That way, it would be very easy for everyone to check it out, and it would be a simple matter to add graphics to it later by inserting images into the pages.

If you need to keep track of variables to provide conditional text or to provide random bits of story, that could be done quite easily with some rather simple and straightforward Javascript and cookies (or you could do it all on the back end with some PHP scripts or whatever).
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sun Feb 02, 2003 6:15 am    Post subject: [quote]

hey... i never really thought about it! yes... it's possible. this is what i was originally talking about.

here's the view screen.

Code:
________________________________________
|                   1                  |
|______________________________________|
|       |                      |       |
|       |                      |       |
|       |                      |       |
|   2   |           3          |   4   |
|       |                      |       |
|       |                      |       |
|_______|______________________|_______|
|    _____________________________     |
|    |              5             |    |
|    |____________________________|    |
|______________________________________|



MAIN PART

1. this tells you the name of the place where you are. if you don't find it out by talking to people, it ends up as ??????

2. this is a list of functions. it'd be tedious to keep on typing "eat apple", or "go west", so you choose your commands here with the arrow keys.
ex. in this box, there is a list of commands, like goto, or hit, etc. by moving the arrow keys, you highlight different commands. hitting the enter key will choose the command, then box 4 will give you a list of things you can do. see box 4.

3. this box holds the story and battles. when an event happens, you'll read about it in this box.

4. this box is a secondary part to box 2. it would be tedious to keep on typing commands that almost never worked, so when you choose a command in box 2, a new list will pop up in this box (box 4). you can then type in box 5 what is in box 4. Wow... bet that's confusing...

5. this box is the interactive box. you will type in commands that will interact with the game.

here's an example which will hopefully explain things better...

ex. you're stuck in a forest. you read the main text in box 3, hoping to find a way out of the forest. as you read on, you begin the think that that big rock in front of that big wall is no coincidence... using the arrow keys, you highlight the "move" command in box 2. you press enter. immediatley, you are given access to box 5. In the box 3, it says move what? and in box 4, it gives a list of items. on the list is "big rock". you type the in. in box three, it tells you that you push with all your might against the rock, and manage to move it. it concealed a cave. in it is a giant lizard! The lizard hisses, rears and attacks!

(programmers note:i may assign the list of items numbers, as to cut down on typing.)



Hey nephilim, that's brilliant! making a text adventure in html! however, you would need an extensive knowledge in these things:
text boxes
submit buttons
many other things i don't know about.

however, i Did download an html game like that a loooooooooong time ago. let me check...

yes! it's sort of what i wanted. i can e-mail it to anyone who wants to see it...

by the way, i'm having trouble with the concept of pixel*tile scrolling engines.... the monitor can't put any tiles beyond the screen, and yet in a scrolling engine you need to do something like draw the tile, then slowly scroll it on the screen... what do you do? do you like, only draw part of the tiles that comes up?

whoah... gotta get things clearer. okay. you press up for example. the map scrolls down. the very bottom tile is erased row by row, and the new set of tiles? do you only draw them row by row? once i get the concept right, i'm sure it'll be smooth sailing for now... or at least until i run into debugging...
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sun Feb 02, 2003 7:30 am    Post subject: [quote]

whoah! i just tried out that hiker game. it's hilarious and great! also very flexible!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sun Feb 02, 2003 10:15 am    Post subject: [quote]

Barok, I've edited your 'ASCII' art to make it look better. When you are going to create pictures like this I'd recommed doing so in Notepad or some other fixed-width text editor and use the [code] bbcode tag.

Yeah, the hiker game is great. But the book is better. :-)

About pixel*pixel scrolling, the most common way it to have the tile bitmap be clipped into the area of the map, in which you'll mostly draw a small portion of the map extra at the borders to prevent the player from seeing rows of tiles appearing and disappearing. This won't work if you put your tiles in the screen using the QB command PUT though. I bet Tenshi can help you out here, as my QB engine always scrolled tile*tile.
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