Text Based Adventure Games?

Just curious, has anyone ever successfully made a text based adventure game in Gamesalad? I wanna try and make one myself, but I wanna see what others have made. By text based, I mean like, Zork.

Having trouble with your game? Sounds like a personal problem.

Comments

  • BellowBellow Bartender Member, PRO Posts: 227
    i dont think so text based games are more complex than normal game.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited October 2013

    Hi @ADSentertainment For interest, I've got a text adventure concept I started a couple of years ago but it's way down the list of games I want to get around to finishing...so not exactly what you're asking, nor much help, I guess... but hey, go for it! A text-based adventure has it's own problems compared with other types of games (but then I guess they all have) but enough to say, GameSalad is more than capable of handling this type of game. :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • quantumsheepquantumsheep Member Posts: 8,188
    It certainly can be done, and I even tried it at one point and got quite far.

    What stopped me was the way that GS handles text input (as in the whole screen becomes the text box) and the lack of custom fonts, and the lack of PC output.

    The logic itself is pretty simple to do.

    So I have a couple of half-finished text adventures done in Unity at the moment. Which is fun ;)

    QS =D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • KevinCrossKevinCross London, UKMember Posts: 1,894
    edited October 2013
    I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.

    So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
  • ADSentertainmentADSentertainment Member Posts: 397
    I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.

    So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
    I kinda still want a typing input. But the current typing interface that Gamesalad provides would be a bit of a problem maybe...

    Having trouble with your game? Sounds like a personal problem.

  • zzap64zzap64 Member Posts: 405
    I used to love the Scott Adams text adventures. Then the Hobbit text adventure came along with graphics and blew me away. I could never afford Infocom but the boxes were great.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.

    So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
    I kinda still want a typing input. But the current typing interface that Gamesalad provides would be a bit of a problem maybe...
    Yes, Keyboard Input behaviour is very clumsy, needs much more done to it; you could always create your own keyboard, there's more than a few tutorials about on that subject if you didn't want to "reinvent the wheel" on that score...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • ADSentertainmentADSentertainment Member Posts: 397
    I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.

    So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
    I kinda still want a typing input. But the current typing interface that Gamesalad provides would be a bit of a problem maybe...
    Yes, Keyboard Input behaviour is very clumsy, needs much more done to it; you could always create your own keyboard, there's more than a few tutorials about on that subject if you didn't want to "reinvent the wheel" on that score...
    Well, I don't plan on making a text based game for the iPhone any time soon. This'd be a game you'd play on your computer.

    Having trouble with your game? Sounds like a personal problem.

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