A Classic Text-Based Adventure Game w/ AGS??

Started by EnnarGames, Fri 18/03/2022 19:48:23

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EnnarGames

Didn’t see anything about this when I searched so apologies if I didn’t dig deep enough and it’s already out there!

What would the technical workflow look like to create a classic, text-based adventure game - in the vein of Zork or Colossal Cave Adventure - using AGS? I’m sure it’s pretty lengthy, so even just pointing in the right direction would be super helpful.  Obviously it seems a lot easier than a graphic adventure game, and I might be new here, but I know things are always harder than they seem.

Anyone have any guidance on this?

Thank you so much!  :-D
“Art is an object riddled with sharp edges that can cut you.  You can pound all those edges away and make it smooth and make it safe, but what you’re left with is just a shapeless blob.  It’s safe and it’s smooth, but it’s uninteresting.” Ron Gilbert

newwaveburritos

I don't think this would be any easier than making a graphical adventure other than the fact that you don't need any art assets but this can certainly be done in AGS.  You'd just use the text parser for everything which I've only worked with a little.  I can't think of a great way to get a whole page of text up on the screen but I'm sure it can be done.

The technical workflow though wouldn't really be that much different than any other adventure game done in AGS.

Danvzare

Honestly, if I wanted to make a proper text adventure game in the same vein as Zork, I'd look for an Interactive Fiction game engine. There's quite a few out there with quite a bit of support. It'd probably be easier to use as well, since AGS is made with Point and Click Adventure Games in mind. But that's just my opinion.

eri0o

#3
I think AGS is alright for that, but I would try to setup a workflow to make it, and possibly explore the dialog editor to try to arrange something.

I would love if someone would make a module similar to gms scribble

https://youtu.be/Y4AXyhuHABU

Possibly with typed text too along to make the text more interesting and adding possibilities.

Overall it all depends on what is the desired aspect of it and features you wish.

I prefer typing things in a sequence which I don't like much in the graphical approach with nodes in Tween (the textual game engine).

I find the inkle approach interesting but I think since AGS already has its script language, perhaps it's possible to jiggle up something in between with it.

In the past I thought about making a text adventure game template, but after giving a thought I could not find anything in common in different textual games I had played - so this is perhaps better solved on a per game approach.

Uhm, looking on the forums there are some interesting text adventures
https://www.adventuregamestudio.co.uk/forums/index.php?topic=58174.0

Khris

Whenever this comes up I can't help but recommend Inform. It's made for this, and also lets you write your game in natural language.

If you'd rather write a program instead, use version 6.

The best thing about Inform is that it produces a so-called Z-code file, an executable for a virtual Z-machine. And interpreters exist for basically anything that has a screen and a keyboard. You can even play z-code text adventures on the Gameboy or online.

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