How Retro Text Adventure Games Are Put Together
How Retro Text Adventure Games are Put
Together
The main thing that stands out with text
adventure games is that they usually have no graphics. The game world is made
up of many locations which are described using words, although a few text
adventure games will display images of the location along with the description.
Playing the game involves typing instructions to inform the game what you want
to do. For example typing "go north" to move to another location or
"get lamp" to pick up a lamp if there is one at your current
location.
The object of the adventure game is to solve
a quest. This could be to slay a dragon, rescue a princess, recover an object,
or solve a mystery. The game acts as your eyes, ears and touch - describing
what is visible in your current location along with any objects you can pick
up. As you travel through the game world you will come across various puzzles
that need to be solved before you proceed, along with any dangers to overcome.
Here is an example of a text adventure game
in action.
You are in a forest. A long winding road leads
to the north and a small cottage stands to the south. To the east, in the
distance, is a large cave.
There is a lamp here.
What do you want to do?
>get lamp
You now have the lamp.
>light lamp
There is no oil in the lamp.
So you know you are in a forest where you can
see a road, a cottage and a cave. You can choose to go to one of the described
areas by typing something like "n", "north" or "go
north". There is also a lamp at this location that you can pick up but if
you want to light it then you need to find some oil. This is a puzzle you need
to solve because you will need the lamp to go into the cave, otherwise it will
be too dark to see.
Now let us see how text adventure games are
put together.
CREATING YOUR GAME WORLD
Like books, text adventure games usually
start with a single idea. Imagine a village where people are dying because a
wicked witch has put a curse on them. The locations in your game world would
consist mainly of villages, castles, forests and caves. Now let's say that your
quest is to reach the witch's castle and kill her so the curse will be lifted.
Her castle would be your final destination in the game. Maybe the cursed
village could be your starting location. Now you can make a list of the
locations in the game which would include something like: village1, village2,
river, lake, cave1, cave2, clearing, mountain1, mountain2, village tavern,
forest and so on.
If a location covers a larger area or is a
building then you can spilt it into sub-locations such as east of forest, west
of forest, front of cave, middle of cave, back of cave, tavern kitchen, tavern
bar etc... You also need to ensure a location is in sight before you mention it
in your location description. For example you can't see the tavern kitchen
unless you enter the tavern first. Of course this is obvious but it is possible
to make such mistakes.
CONNECTIONS
In order for the player to move around your
game world you need to connect your locations together. For example: if you are
in the cursed village and there is a tavern you want them to visit then you
need to tell them which direction it is in. You move around the game world
using compass directions which are north, south, east, west, northeast,
northwest, southeast and southwest. Some games even allow up and down.
So in order to connect the locations you need
to decide what we can see from your current location. In a village you would
see a tavern, shops, a school and a church. Now decide what direction they are
in. So let's say the tavern is to the north, the school is to the south, shops
to the east and the church to the west. Each location in your game will have a
number and your list of connections would look something like this.
Location 01 - Cursed Village
North=Location 01, South=Location 02,
West=Location 03, East=Location 04
Location 02 - Tavern
North=Location 05, South=Location 01
Notice there is a connection back to location
01? Always make sure you can get back to the previous location by using the
opposite of the direction you used to get there... North to get there and South
to get back. East to get there and West to get back.
Some locations can't be accessed until you
solve a puzzle. In the earlier example there is a cave which is going to be
dark. Therefore you need to get the lamp first, find some oil and then light it
before you can enter the cave. Other locations may be guarded so you need some
way of getting rid of, or getting past the guard. Creating puzzles to get to
some locations makes your game more interesting rather than allowing the player
to get places easily.
OBJECTS
Objects are items that can be used, eaten or
worn. Their purpose is to aid you in your quest and to solve certain puzzles.
Sometimes objects have to be combined with each other: such as the oil and the
lamp to work. Objects are usually found in locations waiting to be picked up.
Some objects are hidden ones until they are uncovered in the game. For example,
a crystal ball might be locked in a trunk and will only appear in the current
location when the trunk has been opened.
Imagine you wanted to get into some building
and the guard stops you. Maybe you can find some money and bribe him. Or maybe
you can find a disguise to wear that will allow you to get past him. Objects
can be used in unlimited ways to add puzzles to your game and make them much
more challenging to the player.
One thing to remember: Don't make an object
too big or too heavy for the player to carry and limit the amount of items they
can carry. Adventure games also allow the player to drop items they are
carrying so they can pick others up. Some adventure games give the objects a
weight so how many objects you can carry depends on the weight.
EVENTS
Imagine entering a cave and coming face to
face with a huge grizzly bear who wants to eat you. You can't explore that cave
as the bear is blocking your way so you need to overcome it somehow. Events
come in three flavours: High Priority, Low Priority, and Local.
High Priority: These events happen as soon as
the player enters a location before they get the chance to input any commands.
For example the bear could kill you as soon as you enter the cave so you need
to do something before you enter such as have a weapon handy or be wearing
Armour.
Low Priority: These events handle situations
that continue has you move through the game. For example if you are getting
hungry, thirsty or sleepy, or if you are injured and losing blood. These events
report your status just before handing input control to you.
Local: Events that happen at your current
location. For example the bear won't kill you as soon as you enter the cave,
you will get a chance to defend yourself or to leave the cave. Once that bear
has been dealt with the local event will state that you "see a dead
bear" or you "see a sleeping bear".
CONCLUSION
This article covers the basic bones of a text
adventure game and provides enough information to get you started in creating
one either using a programming language of your choice or a dedicated adventure
creator.

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