Posts Tagged ‘text-based’

The Slime’s Journey version 2 (post-LD) release

Posted by
Wednesday, August 26th, 2015 8:02 pm

The Slime's Journey v2

I’ve released the first post-LD version of my LD33 game, The Slime’s Journey. Most notably, the new version adds in the ability to save (and a ‘hardcore mode’ if you want to play it in the original way) and changes the mutation mechanics to give you more choice over how you want to mutate.

Full changelog:

-ADDED: Saving and loading.
-ADDED: Hardcore/softcore modes. Softcore has permasaves, hardcore has
permadeath.
-ADDED: Options. You can now make the text appear faster/slower and
disable the ‘press enter to continue’ parts.
-CHANGED: Mutation mechanics: You now see all options instead of 3 random
options, and you can now cancel during mutation.
-CHANGED: You now see the current turn next to the your location.
-FIXED: Resilience will no longer activate after you’ve taken lethal
damage.
-FIXED: The game now manually sets the background color to black, making
sure it works properly on terminals that aren’t black by default.
-FIXED: Various minor fixes in events and text display.

Entry page link

Direct download link for v2

FateOS, a game about the information wars is booting up!

Posted by (twitter: @thommaz)
Tuesday, April 21st, 2015 11:27 am

A Breath of Fresh Air

Posted by (twitter: @http://twitter.com/#!/TKia_)
Sunday, August 24th, 2014 3:29 am

Well, after a wild, wild ordeal, it looks like I’ve finally finished my game. Essentially.

And, by essentially, I mean, I would be OK with submitting it as it is, but I would definitely like to add more. For example, having images would be nice.

My game, which I’ve made with Ren’Py, is a short, story-driven visual novel, with only one choice in it. So, really, calling it a “game” per se might be considered just the slightest bit of a stretch by some people, but, uh…

I’m going to ignore those people.

Right now, though, the VN is all just completely text. I haven’t had the time to begin on any art yet. So, forget the whether-or-not-it’s-a-game debate, because we need to clear the floor for whether-or-not-it’s-even-a-visual-novel debate. Spoilers, it probably isn’t. Maybe I should just call it a text-based game or a text adventure or something, if I can’t free up any time tomorrow to do some art before submitting.

 

Ah, well, I digress. This is my very second Dare, and I’ve had just amazing amounts of fun working on this little project as I watched thousands of other creative people across the globe work on theirs. May the best games win!

COCAINE – Text-based game Postmortem

Posted by (twitter: @stigmawall)
Saturday, December 21st, 2013 12:56 pm

screenlogo_medium

In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.

But you can play the game here first

Cocaine by @stigmawall

WHAT WENT WRONG?

Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.

After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.

The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.

My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.

My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.

And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.

 

WHAT WENT RIGHT?

The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.

You can play it here, but it’s only in Portuguese

This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.

With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.

But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.

The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.

 

WHAT’S NEXT?

Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.

Probably my last little update before the deadline

Posted by
Sunday, August 26th, 2012 2:23 pm

Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface.  Still haven’t really worked much on actual content though :(  Let me run through real quick and list off everything that is currently working…

Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…

What are the key things still missing, mechanics-wise?  Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with.  We’ll see how much I can get done with ~3 hours remaining.  A lot of stuff I could try to show you, but… no screenshot for now.  Sorry!

Red Bull + Daft Punk = ???

Posted by
Sunday, August 26th, 2012 10:34 am

Well, today got off to a rough start.  Low energy, lots of distractions… Still, I’m making progress.  I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me.  Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.

Next up, exp gain, item drops, and the whole inventory system!  Eek!  That’s a lot for roughly 7 hours.  GO GO GO!

Also, have a screenshot of a functioning battle:

Chonosome used SLEEP. It’s SUPER EFFECTIVE!

Posted by
Saturday, August 25th, 2012 8:07 pm

I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out.  I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.

But actually, first thing’s first.  Screenshot and sleep.  I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well!  Good night, LD Crew, and good luck!

Half way to forever…

Posted by
Saturday, August 25th, 2012 6:13 pm

So, we’re half way there already, huh?  Alright, I can live with that.  I got hung up for a while and didn’t make much progress for since the last update.  I’ve got the transition into battle ready.  I generate the enemy’s evomemes and deal with pre- and post-battle dialog.  Battle itself should be hard to implement… it’s mostly some numbers games, right?  Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow.  I still wanna get all the main mechanics done tonight if possible.  We’ll see what happens.  I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.

 

Also, next time I’ll have a screenshot, I promise!

Another peek-a-boo update

Posted by
Saturday, August 25th, 2012 2:27 pm

Just trying to build a habit of checking in every few hours.  Still plodding along, but no major breakthroughs yet.  I’m building up the infrastructure for my critters – I’m calling them Evomemes.  Figured out what stats they’ll have… working on figuring out formulas for leveling them up… then I’ll put a couple attacks in, and build up a combat system.

Did I mention in the last update, I can’t remember… my goal is to get ALL of the game mechanics working and tested TONIGHT, which’ll leave me all day tomorrow to fill out the game with actual content!  One of my personal goals for this LD is to get enough content that I can personally consider it a “Full Game”, or close to it.  Usually with LD you end up with one or two tiny levels, and that’s it.  I want more!  I want full RPG goodness!  I’m not honestly expecting something on that scale this weekend, but I’m at least striving to push my game in that direction.  GO GO GO!!!

Hopefully by the next update I’ll be able to show you a stat screen and/or a battle screen!

> go north

Posted by (twitter: @nathany)
Friday, August 24th, 2012 3:56 pm

There seems to be a resurgence of point-and-click adventure games, having recently played through The Book of Unwritten Tales and Deponia. A graphical adventure game is a bit too ambitious for me, as I just drew my first triangle with OpenGL Core Profile, and I’m not familiar with existing game tools/engines.

Then I saw that luthwyhn is planning to do some sort of text-based game! He inspired me to go N/A for graphics and audio as well, and try my hand at writing some Interactive Fiction (IF). There are some sophisticated tools, like Inform7, but I’ll be doing things the hard way, from scratch:

Good luck everyone!

I was out of LD23, but now I’m back and I’m IN!

Posted by
Tuesday, August 21st, 2012 5:59 pm

…FOR SCIENCE!

So, quick story:  I’m now a high school teacher! Today was my first class ever!  Hooray!  What am I teaching, you may ask? Why Game Design, of course!  Now, my class will only have met two times come this weekend, so I doubt any of my students will be able to participate, but I wanted to use LD24 as an opportunity to show that how much you can do even with only the TINIEST amount of programming know-how and time.  That being said; here’s the tools I’ll be using this weekend:

Python 2.7

NOTHING ELSE WHATSOEVER!

That’s right!  No external libraries, not even PyGame.  No Sound.  No graphics.  I’ll also ONLY use the most basic techniques in programming; those I expect to cover in the first two weeks of class.  This means the only programming constructs I’ll use are:

Basic text/number I/O, basic math and conditional structures, basic if/else, simple variables types (INT/STRING/maybe FLOAT), basic looping structures (For… maybe WHILE).  I may through in an “import random”… and then two 2nd-week concepts I may use for sanity’s sake; simple function declarations and lists.
My goal is to create a fun, text-based game in 48 that can show my students what sorts of power is at your fingertips even with only a few hours of programming experience if you are creative about it.  Once they’ve covered all the topics I mentioned above, I’ll give them 2 weeks to create a game of their own, and we’ll see what they can come up with :)

 

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