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Messages - rdc

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Work In Progress / Re: House on the Hill
« on: June 16, 2011, 10:24:19 AM »
I had a brain-wave on this that I am going to try. I have Doom and a Doom editor so I can build some scenes in Doom take a screenshot, resize and use them. This way the graphics will have a consistent, albeit Doomish feel. Having a Doomish feel might not be that bad actually.

I'll let you know how it goes.

Work In Progress / Re: House on the Hill
« on: June 16, 2011, 06:49:21 AM »
There are a few issues right now. I am still looking at it though, so the project isn't over yet. :)

Work In Progress / Re: House on the Hill
« on: June 12, 2011, 03:28:26 PM »
I have to say I have really gotten bogged down on this. It simply isn't working out as I had hoped. I like the story on this though, so rather than junk it, I might just turn this into an adventure-like game. Not being an artist, it'll probably be just an ascii game sort of like the ZZT or Kroz games.

Work In Progress / Re: House on the Hill
« on: May 12, 2011, 03:30:33 PM »
I haven't forgotten about this. I am rewriting the internal structure using objects which will make it very easy to add in new rooms and items. I was using a rather clunky type-based system, which wasn't working very well. With the new system, rooms and items are objects, with a room containing 0 or more items. The rooms are contained within a room collection which handles all the interaction between a room and the command parser. Once I get this working, all I need to do is to define a room, add any items to the room, and then add the room to the room collection and the game will automatically handle the new room. It will make updating the game very easy.

I will post a preview once I get this worked out.

Work In Progress / Re: House on the Hill
« on: April 30, 2011, 12:05:30 PM »
Yeah, things are moving along.  My dev box is sort-of-working, so I am making progress, albeit a bit slow. I need to flesh out the story a bit on tthis. I have a general idea, but translating that into concrete locations and associated puzzles and text is not as easy as it sounds. :)  I'll try and clean it up a bit and post the house chapter so you can get a flavor of the overall game.

Game Dev / Re: Let's Build a Roguelike (Draft)
« on: April 29, 2011, 10:21:38 AM »
Heh. Glad you liked it. DDD isn't very balanced. I plan on doing a DDD2 with a lot more stuff in it. Need to finish my text adventure though.

Work In Progress / Re: House on the Hill
« on: April 11, 2011, 07:53:23 PM »
Thanks. The pics are a good idea, I'll have to see what I can come up with. The computer I do my dev work on crapped out on me, so it may be slow going for a while. I am currently working on the story line; the little title sequence was mainly to get me in the right frame of mind. :) I'll keep you all posted on my progress.

Work In Progress / Re: House on the Hill
« on: April 11, 2011, 04:52:09 AM »
Neato. Can't wait to try it out. I'm making good progress with my TA. I added a bus (which connects you to another section of town), and you can now play lotto tickets, buy 40's, food, smokes etc... There's a lot of work left to do. So far so good though. I'm not getting stuck or losing steam.

Sounds good.

Work In Progress / Re: House on the Hill
« on: April 11, 2011, 04:51:11 AM »

My story us actually about an alternate universe that the Uncle is trapped in and must be rescued from. The "ghosts" are actually "shadows" from this other world crossing over to ours. The nephew must get the Uncle's machine running and find him. The things here is that the house is actually the portal activated by the machine, this is why the title concerns the house. When you open a door to a room, or outside, you are entering a different portion of this alternate dimension.

Work In Progress / House on the Hill
« on: April 10, 2011, 07:25:23 PM »
I got the urge to do a little text adventure game myself. Here is the title sequence and backstory to the game.


The zip has a Win32 exe and support files.

Game Dev / Re: Let's Build a Roguelike (Draft)
« on: April 08, 2011, 07:27:39 AM »
Thanks. Your space rogue looks cool. I'll have to give it a go.

Game Dev / Re: Let's Build a Roguelike (Draft)
« on: April 07, 2011, 02:14:06 PM »
The final version is now done. See first post for link to the info.

Work In Progress / Re: Text adventure
« on: April 07, 2011, 02:12:44 PM »
Now that I finished LBAR I just might. :)

Work In Progress / Re: Text adventure
« on: March 31, 2011, 07:30:29 AM »
Keep us updated on your progress. I am intrigued by your idea of independent NPCs and how that works out in the game play.

Work In Progress / Re: Text adventure
« on: March 30, 2011, 05:58:51 PM »
I'm trying to do this now, and I'm tripping over myself. Writing text adventures is not easy.

Indeed. The complexity grows quickly.

I looked over your engine and it looks quite good. I was a little stumped on the input method until I started clicking buttons. Coming from old school text adventures, I thought at first all input would be through the text input, with the buttons used for special input. When you get this ready you might want to have an intro screen explaining the input method for dummies like me. :)

A couple things here. I am not sure how you are going to handle conversations with NPCs but you need to signal when the conversation is over so the user knows that there isn't any more info to be gained. Something like, "That's all I know" or "The whore turns her face to the wall". If the user continues to try and converse, then simply say, "XXX has nothing to say."

Also it is helpful to indicate the exits in the actual text descriptions. This is a common trait of a text adventures and would be expected. It also fleshes out the room better from the readers point of view. Without having exit descriptions, it is hard to visualize the environment. Give it a test and you will see the difference.

Overall it is a good start. Looking forward to seeing more.

You know, you guys are making me want to write a text adventure too. Since I am finishing up LBAR, I just might do it. :)

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