In my never-ending quest to rid myself of all possible loafing time, I have decided to dive back into the world of game programming. This time I will attempt to make a generic text adventure engine, for the purpose of re-creating great games like Zork, Adventure, and Leather Goddesses of Phobos in a Flash environment.
This is the core of creating a consistent game: figuring out how all the pieces and parts fit together. Making things react differently in different environments. Defining those environments. Setting up the localized laws of cause-and-effect.
Probably the simplest type of text adventure is the choose-your-own adventure, which is essentially a mostly linear, occasionally branching, multiple choice quiz:
You are clinging to a vine halfway down the side of a cliff. At the top of the cliff a tiger is waiting to eat you. At the bottom of the cliff another tiger is waiting to eat you. Two mice are chewing through your vine. You notice a strawberry plant bearing a single, perfect, ripe strawberry growing out of the cliff next to your head.
Do you want to:
A) Climb up
B) Climb down
C) Eat the mice
D) Eat the strawberry
Quite simple, and with a predetermined path to the outcome. These adventures tend also to go in one direction. Once you pick something up, you cannot put it back down.
The text adventures a la Zork use simple language parsing which allows the player to state, in simple, precise sentences, exactly what he/she wants to do at any particular moment:
Unlock Door With Key
…and so forth. Suddenly we are not just moving through the environment, we are interacting with it on a significant (if limited) level When I picked up the key, I removed it from one environment (a room) and made it a part of another (me).
So now I am in an environment. In a one-person game this is a useless statement, since there is not another autonomous thing which will act within that environment in a way that will affect me. I can change my surroundings, but they cannot change me. Sure, a troll may kill me, or a thief may steal steal the key before I get a chance to use it to open a door. These are triggered, programmed events. They are part of a solvable system. The only way to make the system non-solvable is to introduce another outside agent: Another player.
This takes us into the realm of the MUD, or Multi-User Dungeon; essentially a text adventure with 1 or more players interacting with each other and the environment… and here we get far beyond the scope of what I can hope to accomplish in any reasonable amount of free time.
By the by, this genre of games is commonly referred to as
Interactive Fiction . Here are a few helpful websites: