Posts Tagged ‘text’

My first entry to the Ludum Dare!

Posted by
Monday, December 14th, 2015 5:44 pm

I Have No Keys, and I Must Code
Link to the game page

A game where you must program with limited keys, collecting more keys across challenges.

Not the greatest, nor is it long. But hey, I finished something for the Ludum Dare so I’m happy. Maybe I’ll expand on it later, lots of potential for some good puzzles I think.

Monster Lab Post-Mortem

Posted by
Wednesday, August 26th, 2015 2:41 pm

MONSTERLAB

I discovered so-called “incremental games” like CandyBox recently and was amazed by the amount of intrigue and interest such a simple mechanic could inspire. I wanted to explore the stripped-down style of those incremental games while tackling a simulation game. I wanted to answer the question – what does it take to make a text-heavy point-and-click simulation-style game fun? I think the answer I found was – more than I have here. I realized that half-way through but at that point it was too late to turn back.

Candy Box game

Candy Box game

Simulation games always make me think of Sid Meier’s description of games as “a series of interesting choices” – interesting being the key word. Every choice should matter. As I was trying to balance the game, I found that if I gave players too much money to start with, their choice of buying a cage or table wasn’t high-stakes enough to matter. Seems obvious in retrospect, of course, but this simple fact really sank in for me during the making of this game. A player’s choices must matter. And any choices that don’t matter should be removed.

I kept referring back to Oregon Trail, the 1990 PC game about trying to survive on the trail. I spent hours of my childhood totally immersed in Oregon Trail, and it was just a series of text choices and simple animation clips. The difference, though, is that it told a compelling story – you and your friends or family try to complete an arduous journey across a dangerous, rugged country, with many of your crew dying along the way. I think it was the built-in drama of such a story that kept us all hooked and clicking despite its simple graphics and gameplay.

oregon trail

Oregon Trail

I also re-learned how much the “little” things like sound effects and subtle animations bring a game to life. At this moment, MonsterLab is more like a playing a spreadsheet than playing a “real” game. 

So, what would I do differently in MonsterLab 2? First, don’t release it with bugs. 😉  Second, add sound and animations. Third, tune the existing mechanic – make all choices matter, and figure out how to balance the cost and timing of everything. And fourth, focus more on the storytelling and increase the volume of content available (different types of monsters, different experiments to run) and maybe a new mechanic where you have to actually chase or hunt the monster instead of just purchasing it. If only the weekend could have lasted forever, I might have ended up with a decent game. There’s always the next Ludum Dare, though.

Update about gist-txt: a text adventure engine

Posted by (twitter: @johnnyaboh)
Monday, March 16th, 2015 9:19 pm

Twelve days ago I posted about gist-txt: a tool I created to build text adventures.
Since then it grew with simple, but powerful, new features.

I’d like to cite some that could be really helpful to create non trivial adventure games:

The tool is still underdevelopment, but I think it’s almost ready and it would be great if you would like to use it to develop a game for the next Mini LD #58. I’m definitely going to use it to build a text adventure for the AdventureJam!

If you’re interested about gist-txt you can watch the repo at https://github.com/potomak/gist-txt, I’ll also post periodic updates about its development at /r/gamedev.

A minimal tool to create text adventures

Posted by (twitter: @johnnyaboh)
Thursday, March 5th, 2015 11:55 am

Yesterday I published the very first version of a minimal tool to create and publish text adventures.
It’s called gist-txt and you can find the source code at https://github.com/potomak/gist-txt.

The inspiration for this project came from two pieces of software:

  1. Twine (http://twinery.org/), an open-source tool for telling interactive, nonlinear stories
  2. bl.ocks.org (http://bl.ocks.org/), a simple viewer for code examples hosted on GitHub Gist

Tool’s features are very limited. What it does is basically reading GitHub public gists and handle links to browse between files of the gist (scenes in gist-txt’s vocabulary). The cool part is that you can create your text adventure simply by creating a new gist. This lets you easily share and track updates of your work (gists are git repositories). Another cool part of this tool is that the hosting is as simple as a specially crafted url: just share an URL in the form http://potomak.github.io/gist-txt/#<your-gist-id> to let people play your game.

I made simple example gist at https://gist.github.com/potomak/acebd8fe14942fab4e8e, this can be shared as a text adventure with the link http://potomak.github.io/gist-txt/#acebd8fe14942fab4e8e.

I’m going to use it to prototype text adventures, but I’d like to know what do you think about it and I’m looking forward to see what people could achieve with this minimal set of features.

Update 03/16/2015: I posted about tool’s updates and new features as of version 1.6.0.

Click-Text-Adventure for Ludum Dare

Posted by
Wednesday, August 27th, 2014 12:52 pm

A Text-Adventure at Ludum Dare. That might be rare. But anyways we did it. If would like to play a text adventure go this way.

 

>Play the Game<

Bildschirmfoto vom 2014-08-27 20:54:13

Bildschirmfoto vom 2014-08-27 20:52:45

At this game you have a conversation with a player character and you can make him do something  for you. It comes with hopefully funny dialogues and some hidden gimmicks.

 

This game connects 6 different games created at the same location. At certain points you should play one of these games to go on. Anyways, if you dont like to play them there are spoilers that gives you the passwords to go on.

 

Have fun

 

Progress!

Posted by (twitter: @udellgames)
Sunday, December 15th, 2013 7:46 am

I’ve tentatively named my game Dinosaur Ranger Job Interview: Burrito Challenge XTREME but that’ll probably change. Anyway, here are some screens. Almost all of the main game is now functional!

secondscreen

 

 

Main game view

loss screenGame Over screen

 

DEAD OF THE NIGHT

Posted by (twitter: @tiooonnn)
Monday, August 26th, 2013 9:11 am

DEAD OF THE NIGHTlost count of how many hrs i worked on this but its F I N N A L L Y complete! DEAD OF THE NIGHT is a text-rpg/adventure that is * VERY loosely* based on my struggle with nightterrors. Each scenario is about 10 seconds so its super short. ENJOI, EVERYONE, AND HAVE FUN PLAYING/SLAYING A DEMON!

 

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27712

Angry Reviewer: Video Game Reviewing Simulator

Posted by (twitter: @MrNashington)
Monday, April 29th, 2013 9:28 am

I would much appreciate some feedback on my Ludum Dare entry. You play as an angry Video Game Reviewer and get points for Negative words. It was entirely made in Batch.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23036

ScreenshotAngryReviewer

For future updates and more games, follow me on Twitter; @MrNashington

Or go to www.VintageGamesCo.wordpress.com

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!

Slow, incremental steps. Kinda like evolution?

Posted by
Saturday, August 25th, 2012 10:54 am

Another short update – Making slow but steady-ish progress.  I’ve got the very basics of displaying and moving between rooms working.  I would post screenshots, but… it’s a text based game!  I figure there’s only so much of that sort of thing anyone can handle, so I’ll wait until I have a lot to show until I use up your patience.  Next step is to allow for rooms to add context-based commands to the prompt, such as talking to a person in the room, or battling something, or… whatever?  After that, it’ll be time to tackle actually creating the ‘mons and building the inventory, status, and battle systems!  Eek!

Quick Update: Title and ‘Screenshot’

Posted by
Saturday, August 25th, 2012 4:24 am

Just wanted to throw up a quick post with my amazing first screenshot from my text-based game, Dawkemon.  Look upon my works, ye Mighty, and despair!

Dawkemon

Gotta design ’em all!

Posted by
Saturday, August 25th, 2012 3:26 am

Gooood morning, Ludum Dare!!!~

So, my first act of last night, after the unveiling of the theme, was to go to sleep.  Sign of being old?  Perhaps.  Nonetheless, I’m awake now and the juices of creativity are percolating up into my brains.

For those just tuning in, my self-made restriction for this LD is to use a base install of Python and NOTHING ELSE!  I’ll be sticking with very simple programming techniques as well.  The idea behind this is to show my students that you can make a fun game with only a couple weeks of programming know-how.  I guess that means my game better be fun!

So what am I making then?  Well, text-based, for sure.  Evolution, hmm?

Well, my first idea, and the one I’m sticking with, is something at least loosely based off of Pokemon.  I know from a quick scan of other people’s posts that this is by no means a unique idea, nor would I expect it to be… but it’s something I think my kids can relate to even in text form.

Now… how to translate the traveling, and collecting of ‘mon into a non-tedious text game?  We’ll see… I’ve gotta start somewhere though!

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