It's not done yet, but I've got a great start on a text adventure game where you're flying in a spaceship and as time passes, things happen and the ship/your interactions with it changes.
edit: If anyone is interested in making one themselves, I've found Quest pretty easy to work with. If you aren't they type of person who likes code, you never have to look at the underlying code (though to do some more complicated stuff you might).
There's Tyranobuilder(on Steam), and there's Quest -
http://textadventures.co.uk/quest
Quest says you can add graphics/sound/videos/etc, but I haven't done much with it.
There's also GameMaker Studio, which is for any kind of games and has a very good drag n drop system.
Also...
>Nowadays rpg maker is just used by the japanese to make porn games (no, really), and it does not really fit me.
Huh?? Even if that is technically true, it's also used by tons of people in all different countries to make normal games. There are a good handful that have sold quite well on Steam, a larger bunch that have moderate popularity, and a quite large community that makes all kind of games with it, along with tons of plugins, assets, and so on.
If you're already familiar with RPGMaker and can use it, just grab a cheaper version and use it. I don't know where you got the weird porn idea about it.
As someone who has written some text adventures, I'd love for the art form to make a return! And I'm with you, I think it'd be super simple to make it a reality for Android, for example.
Interested in writing your own text adventures? Try Quest at http://textadventures.co.uk/quest
If by "story game", you mean something like an interactive fiction game, then I strongly second /u/h_double with Twine, or something like it. There is also Quest - http://textadventures.co.uk/quest/
or Ren'Py and others if you google "interactive fiction game engine". Trust me, you'll just overwhelm yourself trying to learn a more general engine like Unity or Unreal.
If you meant something different by story game than that, RPGMaker or GameMaker Studio are good choices too that are still way simpler than big engines. Go for the simplest tool you can find if your main goal is to make just one game you already have a plan for.
Thanks! :) All of the information about the open source tools that I used to create the gamebook can be found on the Quest website.
And the game itself has some interesting examples of what the engine can do.
Try learning how to make simple choice, text-based adventure games.
You should try Quest.
Just make small choice games and build up from there!
I know it looks kinda shitty because you're probably used to polished commercial games but just forget about all that and when you finish your first game you'll love it!
Welcome aboard, and good luck!
JavaScript has powerful string parsing tools, so it is possible. You could also theoretically import a library and set it up to work with a story format (use SugarCube or Snowman, Harlowe is a bit harder to extend). No matter what you do, though, you're in for some work, as there aren't any story formats I'm aware of that support the kind of parsing you would need for this out of the box.
Edit. Quest is a better platform for generating parser-style IF that can work in a browser.
If you are looking at making them, pick a piece of software, find some tutorials and give it a shot. I put this together for some students once (it probably needs an update), but it has various tools.
http://www.symbaloo.com/mix/gamedesign9. Interactive fiction links are on the left side.
I personally tried Quest and found it easy for learning some basics. The on-site tutorial was pretty easy to work through. It gave me just info to understand some basic text-adventure mechanics.
Because I don't know any python whatsoever. In general, I'm not very good at programming things from scratch, but I remember a couple of programming languages that make it easy. That way I can work more on writing a story, which is more my aim!
I've now found the Quest programming language, but are there any others?
Hoy en dia hay opciones mas apropiadas para hacer ese tipo de cosas.
Por ejemplo existe un motor para juegos base texto que permite hacer justamente eso e incluir imágenes, sonidos y videos. Se llama Quest.
Edit: Link
I searched Github for text adventures using Lua and found stuff a guy made with his little kid. Try that route with Ruby or Javascript.
Use premade software like Quest, that has all the little details mapped out so you can see the inputs needed for making a text adventure from the user end.
Speaking of Scratch, you can make some kind of small adventure games in that, and build your understanding of coding in a visual manor.
You should make that creator/engine available to people, and a community of adventure fans and creators will build around it! Just like with QUEST for text-adventures as example!
Why not? You're missing out on a lot of amazing games by limiting yourself with an arbitrary age.
I can understand the graphics do look really bad by today's standards though, especially with early 3D games.
Would you ever consider sprite based games? Or Text adventures?
I used to love playing some old text based RPG games when I was younger, and there are plenty of them still about and being created today too.
Tads has a large collection of user-made adventures.
There is also Quest, again with a large collection of adventures.
I'd also include Adrift, but my Malwarebytes is blocking their site currently so I won't link that one atm.
http://textadventures.co.uk/quest
If you actually know how to code, you may be able to do better. But for the simple layman, Quest will do a lot of things with simple drop boxes and a lot of people there are willing to help with the coding aspect. There is both a downloadable version that is more robust and a browser one. I am not sure what they use exactly for coding, but you might be able to ask questions there and still receive help, even if not using their platform.
I myself have several in the works. But like reading and playing MUDs, my desire wanes. Still though you can set up shops that open and close by the time of day. Have the weather change. Have randomness in the game, etc.
Now for your main questions, I would of called mine simply a single player MUD. Not a true MUD, as it is not online. And not an IF, because how NPCs walk about, random encounters, etc. It is hard enough to get those not in the know, to understand what a MUD is, much less a SUD. But I would not be against it per say. May even use the term myself, if I ever get my games published. =P
There is plenty of room in the market for that genre. Most need to have a number of quality builds out before they see people willing to fund them on Patreon, so you may have some trouble raising money before you get to that point.
I think that the two easiest engines for text based games are Twine and Quest. I hope this helps and good luck!
If you are interested in making a standalone interactive fiction or text adventure, this site is really useful! Lots of documentation, simple point and click interface but also room for coding under the hood, and a robust selection of features. You can then share the game in HTML or turn it into a mobile app.
http://textadventures.co.uk/quest/
Great project and awesome idea, keep up the cool work!
If your main ability is in music, not programming, perhaps consider a text-based game. Quest is designed to make text adventures but includes POV shifting to allow for RPG games with NPC party members. It's actually really robust and there are tons of sample games and very helpful forums and documentation. For a beginner, it's a really useful engine. Also free!
Are you looking for a multiplayer game? that might be a tad difficult to set up from scratch. If it's single player you might look at http://textadventures.co.uk/quest#video if you just want a single-player text adventure
Depends how complex you want it- if you don't have any really special needs outside of normal text based games something like Quest might work- a free text based game creator.
If you’re looking for a way to make it happen without coding it all yourself, check out: http://textadventures.co.uk/quest
I made a couple of these before and it’s pretty simple to just get something up and running.
Have you ever heard of QUEST?
You can make text-based RPG's, gamebooks and you don't even need to export a .zip and send it, you can share through the platform and also browse community games.
It's available on PC, Mac & Linux and it's completely free to download.
I felt the exact same way and granted I'm not a professional in any way shape or form but I'm getting so much better by using Unreal Engine 4 with the blueprints and nodes. After that I felt like I understood "written" code like C# ect. a little more. Also try making something really simple with code like a text based game and go farther from there?
http://textadventures.co.uk/quest This is also a really cool free program to make text based adventure games the functions are limited but that's a good thing sometimes as you can easily understand all of your possibilities.
You said "My video game idea." To me that's a red flag that you might have something bigger in mind. Start small make something anything that just plays and you'll find yourself learning and growing. Or you know try something else :)
If you're talking like one of those old text based adventure games, there are already tools created specifically for this http://textadventures.co.uk/quest/
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If you mean something more like Rogue or NetHack other answers in the thread are good.
I wrote a game in the Quest engine as a promotional thing for my fantasy series. I think pick-a-path and gamebooks are a fairly good place to start. They let you stretch your creative writing, as well as your game plotting ability.
My process was: Write a short story, figure out all of the places where things could have gone in a majorly different direction, then start branching. Branching involves a lot of copy-paste with subtle changes, and then a whole new set of results.
Then I put the game up on Steam. if you know a bit about development, packaging, etc. it isn't too hard. It'll run you a hundred bucks to get listed.
Me Smart Orc was the result. :) A fun, short tale of orcs, magic, and flying lizards. That's around 40k words for a relatively short game, but quite a bit of it is copy-paste and manipulate. The game functions include flagging the completion of certain quests, a karma system, and ending the world in many funny and horrible ways.
Check Quest out, see if you get along with it.
You don't have to necessarily do any programming. There are tools to make your own text adventure game: http://textadventures.co.uk/quest
If you want to program it from scratch, though, go for it. Literally any programming language would work for that. Just take your pick.
I published a free CYOA game to Steam last year. What I can tell you is that there are several open source editors you can pick from. I went with the Quest engine for mine. If you go this route you can copyright your writing content but not the engine or modifications to the engine itself.
The writing itself is much like a novella. 50k of text for a short gamebook. You'll be copy and pasting roots of certain scenes and making slight modifications for the decision tree.
You also need to decide if it will be purely decision based, or have randomized or systematic RPG elements (stats, health, sanity, etc.). That might impact your writing.
Check out the docs for Quest and other engines. It's easy enough to take the results from a generated HTML file to format as you like if you just want a print book.
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I highly recommend using this. It's how I made my first text adventure and has a ton of basic tools to get you going. The documentation is really good and helped me out of many binds when I was unsure how to properly execute an idea. Also, it's open-source software, so you can tinker with the source code all you want.
If anyone knows how to use Quest 5 ( http://textadventures.co.uk/quest ) please contact me as the codes are not working for me, anyways, for now i will be using another product or site to make this project. This may take a little longer than i was planning as something what doesn't use codes (not as much as Quest does anyway) might be a little 'downgraded' than the rest but it will do for now.
Thank you all for your understanding,
Numbers.
Well, just declare the function somewhere above where you want to use it...
void create_char();
... and then in main
, call it wherever you want to:
create_char(); // maybe right after line 50?
I've got to warn you, though, writing a text adventure this way is probably going to be long, repetitive, and not very enlightening. If your goal is to make a text adventure, take a look at something like Quest. If you want to learn C++, you'll need to take a lot more care with your design, and that's fairly hard to do for this kind of game.