A few fun text adventures

Share unrelated electronics stuff, ideas, rants, etc!
Post Reply
User avatar
Jubatian
Posts: 1381
Joined: Thu Oct 01, 2015 9:44 pm
Location: Hungary
Contact:

A few fun text adventures

Post by Jubatian » Sat Nov 23, 2019 11:49 am

I just stumbled upon these, and gave them a go, in part due to bringing up the idea of having some text adventures on the Uzebox.

Choice of Robots: https://www.choiceofgames.com/robots/ . It is not free, however the first two chapters are to get you immersed, and it is quite cheap. If you like the idea so much to play it through to the end of the demo, I am fairly sure you would buy it, well, nice idea to support independent developers then!

In overall this was something quite new to me, a very well thought out interactive novel, so much that for most part it can convince you that it is indeed your choices weaving the story, the writing just feels fine, the underlying design is plainly amazing in its capability to adapt and compose according to the choices made. They do matter. There are many ways to complete (or fail to complete) this one.

So I would say, a potentially great source of inspiration for such games, how they could be done so they are clear, easy to follow (it offers choices), yet building up a challenging, diverse world to explore.

Choice of the Dragon: https://www.choiceofgames.com/dragon/ . Actually the above drops a reference to this. This game isn't as good, but the idea is fun, and by that it's mechanics is not that perfect, you can gain some insight while playing it through (probably trying a few paths) how such games where the choices matter could operate. It is a free game.

These two are also a bit on-topic in that regard that this mechanic could be intuitive on the Uzebox as well, that is, choices, contrary to how old text adventures operated (entering verbs with a SNES controller would be rather awkward and deterring I guess).

CunningFellow
Posts: 1188
Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Re: A few fun text adventures

Post by CunningFellow » Sat Nov 23, 2019 8:38 pm

Not the same "choose your own adventure" style as the above. However you get a whole lot of content you can port over for very little coding effort with

https://en.wikipedia.org/wiki/Z-machine

Rossum has done it on an AVR already

https://rossumblog.com/2011/04/19/zork- ... icrotouch/

And that would give you Zork, Planetfall, Hitchhikers Guide to the Galaxy and several others. Other people apart from infocom have also released free/non-commercial games in the ZIL language.

User avatar
uze6666
Site Admin
Posts: 4483
Joined: Tue Aug 12, 2008 9:13 pm
Location: Montreal, Canada
Contact:

Re: A few fun text adventures

Post by uze6666 » Mon Nov 25, 2019 6:25 am

I like that format, reminds me of a series of books when I was younger(sorry, it's in french). It would give you a page number to go based on your choice with a bit of random here and there. Was full of awesome pictures here and there. Eh, combining your SPI ram graphics mode with the 80 cols mode would yield a pretty awesome way of rendering those books. :D

User avatar
Jubatian
Posts: 1381
Joined: Thu Oct 01, 2015 9:44 pm
Location: Hungary
Contact:

Re: A few fun text adventures

Post by Jubatian » Tue Nov 26, 2019 7:13 pm

uze6666 wrote:
Mon Nov 25, 2019 6:25 am
I like that format, reminds me of a series of books when I was younger(sorry, it's in french). It would give you a page number to go based on your choice with a bit of random here and there. Was full of awesome pictures here and there. Eh, combining your SPI ram graphics mode with the 80 cols mode would yield a pretty awesome way of rendering those books. :D
This wasn't unknown in Hungary either :) I know a bit of French, maybe it could even be interesting to try refreshing my rusting skills with the language! SPI video mode combined with text mode, definitely could be interesting, something I even thought about while designing it. Since with that the story itself would be sourced from RAM, the interpreter could go crazy filling up the ROM with graphics generation code anyway, probably even a .png decoder could be nice to store the images efficiently on the SD card. Speed isn't essential, nobody cares if it took a few frames to produce a scene!

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests