Hmm...cant say I will download this, as its kind of stereotypical that text adventures dont cut it any more. But then again, what do I know eh? Could be interesting.
not really- text adventures still have quite a large cult following.
i still like them, i still like atari's too, even though they are nearly 25 years old.
im taking a look at it, as i've made a few of these many years ago in basic etc.
I made one in that AMOS program for the Amiga many years ago XD. It was called "The Maze Of Doom", and consisted of mainly: "you have walked to a t- junction. Left or right?" and if the user typed "right" then it would go "You have fallen down a hole. You die"
Haha, it sucked :D
yes- wasnt good - 2 choices?!
you certainly put a LOT of effort into this, it shows with all the help files, presentation, etc, but no effort has gone into the actual game making part. its like trying to palm off tgf with 2 objects.
danjo, I'm working on Txt Adventure Studio 2.0 and don't worry, it'll have 4 options :) And desmond, v2 will have image support.
Thanks for all the comments!
I once tried making one of these but i lost motivation with it (i always do that, darn it!), but here are a few tips for doing it:
Get the user to press a button on teh keyboard, or type a word or something instead. When the user types something, the engine checks what they've typed against the possible actions for that scene, and either returns the corresponding action, or returns an error along the lines of ' --- is not a valid option'. That was the way mine worked, as well as letting the user completely customise the actual layout of the application. It meant that they could call images up (so your adventure could be illustrated!) as well as sound and music. Finally, the typing option enabled the user to have litterally HUNDREDS of different branches they could go off at. It also used arrays, so you could set a value, then check the value in another level and perform an action if the value is >,<,=, etc.