Text or graphic adventure?

Started by Steel Drummer, Sun 06/08/2006 02:36:54

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DeviantGent

#60
Anyone who has played both the original Zorks and Zork:Grand Inquisitor will know that a decent game can transfer well into either IF or Graphical Adventure. I particularly loved in Z:GI how death would be presented in the old IF style.

IF is an oppertunity to allow a maker's individual style, atmosphere and charm to come to the surface. It certainly is more difficult than graphics to implement effectivly - drawing a fellow is a lot more difficult than depicting him using flowing prose, especially if your going for a particular effect. But it establishes a connection with the player that is very difficult to pull off with graphics.

(Starship Titanic, anyone? Despite the illogical puzzles, it was an excellent and very innovative game. The parsar for communicating with the robots was utterly mindblowing in terms of what could be understood.)

At some point, I really want to do a text adventure that implements graphics and music. I heard of a template in progress that would combine a parser with an LEC style interface, is that still kicking around?

Besides, the FREEDOM a parser gives you...


>Push Yoda Man down bottomless pit

You feel a moral sense of guilt at inflicting a rather cruel punishment on a fellow forumite, simply because he happens to share a conflicting opinion.

As you watch him plummet and fade from view, it swiftly passes.


See? Jus' kidding Chief, tis all good.  ;)
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MarkPhantom

Does everyone remember when Monkey Island when IF for a while?

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Pick up Stylish Confetti
Use stylish confetti on Heavily Armed Clown
>WHEEE!!!!

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Khris

Quote from: ProgZmax on Tue 08/08/2006 03:33:15
Quote> Put everything except the green key in the linen bag
Ok.
> Give it to the squirrel
I doubt any parser would be intelligent enough to know what 'it' is.

Inform's parser replaces 'it' with the item that was adressed last (by the player or even the parser itself), in this case the linen bag. I'm pretty sure HUGO and TADS recognize it, too.

thewalrus

     Does anyone know of any game design engines to create a strictly text based adventure game??? Just wondering.......

Thewalrus

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Thewalrus

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Erenan

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Shane 'ProgZmax' Stevens

QuoteInform's parser replaces 'it' with the item that was adressed last (by the player or even the parser itself), in this case the linen bag. I'm pretty sure HUGO and TADS recognize it, too.

That's pretty cool, though I've never encountered one that did this.

Kweepa

Still waiting for Purity of the Surf II

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