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Writing/Playing Text Adventures as a form of therapy

UberScout

Please Don't Be Mad At Me 02/09/1996
V.I.P Member
You guys know me and my love of interactive fiction. I'm always talking about the stuff :P and I even discussed IF to my therapist and like many things I've shown her she agrees it's a useful coping tool. I've found peace in both writing and playing IF games, it doesn't always work for most days, especially bad days, but each time I'm sitting at a keyboard either playing one or programming one myself, somehow nothing is able to bother me. Even when I get stuck on a really difficult puzzle that takes my interpreter 20 or so moves to give me a hint (wait, I got the wrong magic scroll?!), and then something that was in the room kills me (thanks, Scarlet O'Hara...), I don't even get genuinely mad. It's the same kind of passive-aggressive frustration a kid in the 80s would have trying to get his mom to call up Infocom for a hint book; you're not genuinely angry, you're just trying to figure out an adventure you're having because who knows? Maybe it'll give you one of those "magic word" cheats you can type at the end so you can mess around with the townspeople and that troll that tried to kill you earlier.


Then Inform 7 comes along and promises the ability to code a working text adventure straight from the days of Infocom with no more than the English language you were taught in school as it's syntax. Need to make a room? "The Living Room is a room." Need some items? "The coffee table is a supporter in the Living Room" will smack a coffee table right down in there, and "supporter" will make it able to hold objects. But wait, we need people! "Lance is a person in the Living Room", and there's good old Lance right there ready to be programmed to either steal items and run with them or really whatever you want him to do.


It gets better. I have an app called Pydroid on my phone which allows me to practice Python 3 on the go. And last night before I went to bed I discovered a library for it called adventurelib, it's a set of modules geared specifically toward making text adventures in Python. It's almost just like Inform 7 save for the fact you still need to know a little Python. Here, have a look at a pre-alpha demo of a text adventure version of Alone in The Dark:

2023_04_11_14.33.44.jpg

I know the rocking horse in the original game doesn't do that, this was honestly just more of a test to make sure it worked, it's still in production and I've got several other .py files with this library in use, trying out different ideas. For some reason I've got an itch for horror games in IF form lol

By the way, these things I've described are so easy to learn that YOU can do them to.

Wanna hop on the bandwagon?
 
Hello. Interesting. I tried using Inform last year. It is certainly powerful but I didn't get on well with the english language model. I still found it difficult to get the game to do what I wanted.

This year I've been playing around with Quest (Quest 5 - Documentation). Quite impressed with it's ease of use, but haven't tried anything advanced.

I am an experienced developer so for me I think it's easier to code text adventures from scratch.

I've also spent quite a lot of time testing Gamemaker (Make 2D Games With GameMaker | Free Video Game Maker) because I had the idea to combine a shoot 'em up with text adventure - a bit like Elite was back in the day.
 
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Ah, text adventures. Always brings back memories of... well, DOS, I guess.

These days though, with the AIs around I've got wildly overpowered options for when I want to play something like that, or games that are similar. Have a look at a game called AI Roguelite on Steam, that's the big one for me right now, particularly with the recent ChatGPT integration upgrade.

Actually writing one myself? Wouldnt have the patience. Though I tend to write a lot on here in forum posts, writing of actual stories or similar things just aint in my skillset, and I would likely end up frustrated.

Now as for game development, I'm learning Gamemaker Studio. I intend to also start on Unreal Engine's blueprints system, which should be interesting. Yeah yeah, I know, it aint traditional coding, but... feh. Dont care. Gets the job done while not making me go insane (seriously I'm not touching C++).

Mostly I'm not looking to make anything huge. The Unreal stuff was primarily inspired by a number of very short indie horror games I found in recent times, and that sounds like it could be fun to do.

For Gamemaker, I've got a number of different ideas which would end up being larger projects. But I've only just started.
 

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