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Geek Culture / Planning for the 2007 Text Adventure Competition

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Fallout
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Posted: 13th May 2007 20:37
Heaven forbid anyone would copy that most original of storylines! Don't worry, my guy is going to wake up in a bright room with a graze on his knee and he'll find out how he got there straight away, since the nurse in the coma ward will tell him.

Nah, seriously. Good luck matey! Write a goodun!


Diggsey
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Posted: 13th May 2007 20:41
Thanks

Lol, with you and cash competing, I'll need luck!

zenassem
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Posted: 13th May 2007 21:11
I am going to enter, mainly so I can see how much my programming skills have improved since I coded text adventures back on the commodore64. While I would like to have a chance to compete against other programmers and possibly win; winning is not my motivation for entering.

So I guess I'll enter regardless of any rules, and regardless if I am competing against an IF tool. My only hope is that maybe there will be some honorable mentions by the judges for people who tried this on their own from scratch.

So I'm in, even if I hae no chance of winning. But I think that I will be able to code something that hasn't been done, and is so compelling that the judges won't be able to stop playing... Thereby making all the other entries futile!!!! J/K

Dazzag
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Posted: 13th May 2007 22:20 Edited at: 13th May 2007 22:21
Quote: "From what I've read, we should use only TGC products/products of a TGC product"
From what I've read only we have been talking about the rules. No one who is actually running the competition has set anything in stone yet.

Quote: "Basically, you wake up in a dark room with no memory. You have a cut on your forehead. You get up, and begin to explore. The rest of the game is you finding out how you got there, and what you are."
Ah, a bit like hitchhikers guide. First puzzle, if I remember rightly, is to open your eyes. Although now I think about it it sounds more like that Atari ST game from years ago. Deja Vu I think it was called. Basically you wake with no memory and the whole game is about piecing together who and what you are, and how you ended up in the situation you woke up in. If it is as good as that game (actually a point and click I think) then should be a winner.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Dr Manette
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Posted: 13th May 2007 22:52
Quote: "From what I've read only we have been talking about the rules. No one who is actually running the competition has set anything in stone yet."


I meant, based on what I've read, I think we should only use TGC stuff. Wasn't trying to make decision myself.


Quote: "I am going to enter, mainly so I can see how much my programming skills have improved since I coded text adventures back on the commodore64."


Same here, last time I made a text adventure (for this compo by the way), it was linear, hard coded, and very buggy. This year will be a test to see if I can improve on that all. I look forward to contesting my programming skills against others, so I can really see if I've improved. And really, that's what these compos should be about.

Matt Rock
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Posted: 13th May 2007 23:22
I've given a ton of thought to this, and I think I've seen all the evidence I need to see on programming languages. I've already said that this contest won't be open to non-TGC members this year (in fact, I'll probably go so far as to say you'll need to register your entry in the official competition thread once it's created, probably just by posting and saying "ya, I'm joining this officially" hehe). Cash put up a really strong arguement against IF creation tools, and it sounds like everyone who is planning on entering will be using DBC, DBP, or Playbasic anyway. So unless one of the other judges is seriously opposed to this ruling, I'm going to say that any and all entries will need to be created using TGC software; software that is officially sold and/ or distributed by TGC, with no exceptions. Here's my thinking behind this: If we say "all languages excepted, but IF tools aren't allowed," and we ask for source code, what's to keep someone from faking a language that they know the judges aren't familiar with? For instance, I don't know anything whatsoever about Ruby... someone could show me code for something written in Ruby and I would just say "sure, good job," because I don't know anything about it. It would be impossible to fake DB code because I know my way around it... does that make sense?

And about submitting source: We won't be reading all of the source this time around, there won't be any going through the source with a fine comb this year. So while we're going to ask that everyone submits code, if you want to cut out portions of the code that you don't want anyone to see, I'm cool with that (just rem in that you removed it and let us know what the missing source did). So long as you leave enough that the judges can tell that you actually made the game, I'm fine with it. I think that's fair... I'm one of the most secretive developers on TGC so I can definitely understand where people are coming from when they don't want to share their engines with the judges. But if the source looks like this...

then obviously we wouldn't accept that, lol.

Quote: "will be using my plugin for one thing in the game, but thats all, I assume thats fine?"

Yes, all plugins/ expansions will be allowed so long as they don't break any of the rules of the competition.

Quote: "Does the no media rule also include no text files to store data, rooms, etc.?"

I've given this a ton of thought, and media seems to be the hardest rule to define. So, I'm defining it like this, as bluntly as possible. The "no media" rule is targeted directly at 2D or 3D assets, music, or sound effects... none of these can be used. This rule DOES NOT extend to text files, dll's, source files, or anything else not defined as media here. If you already have media in your project at this point, you can rem it out and leave it in your source, and we won't care about that. You'll be allowed to use lines to partition your screen, but they can only be one solid color. Backgrounds are forbidden, and ASCII art is out of the question as well. If you want to provide a map, you can do so in an image file associated with your project, and if you mention it in your readme file, the judges will look at and use that map if you want us to. I gave this a lot of thought over the past few days and this is seemingly the best direction to go here.


"In an interstellar burst, I'm back to save the universe"
Fallout
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Posted: 14th May 2007 00:35
Hmmm, so my boxes of solid colour, with a 3 pixel wide border in another colour will break the rules? Does that mean I'll be disqualified, or does that mean the judges will ignore the 3 pixel wide border and pretend its not there so they're not swayed by my media?

Not trying to be pedantic, but I think it's perhaps a little OTT to be so strict about the solid colour lines of the main screen, then allow a map. I know you're trying to figure out a way to define a rule that prevents people drawing images or making things too visually attactive, but do we really need to have really ugly interfaces to prevent people using images?

Maybe you can just keep the no media rule - no pictures, no graphics etc. and allow people to arrange their interface however they want. The judges should be able to use their descretion to determine if someone is taking the piss by trying to manually draw atmospheric graphics with the 2D command set (which I doubt will happen!).

Ok, now I'm over complicating this! My point is, I dont think you need to be that strict about exactly how you make your interface. I think no graphics/images/ascii art or any other pictorial representations will suffice, without hindering us from making our interfaces look presentable.

As for separate text files, I'm glad you ruled that's ok! I know a lot of less experienced coders will hardcode all their strings, and more experienced coders may use data statements, but I think the really experienced ones will have separate files with the game content in.


Dr Manette
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Posted: 14th May 2007 01:17
Quote: "but I think the really experienced ones will have separate files with the game content in."


Hehe, yea that's how mine is going to work; good call matt!

@Fallout,
Couldn't you create the same effect with a single filled box and then a slightly smaller one over it? I'm guessing that as long as you use the 2d commands and not an actually image that it would fly...

Matt Rock
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Posted: 14th May 2007 01:20
That's the tricky part of running a competition... without extremely elaborate rules, someone will set out to break them, hehe. But again, this is a general discussion thread about this year's competition and I'm still listening to debates and whatnot, I can't really say anything is 100% final yet (even though most of the rules are 99.9% where they'll be at this stage). Maybe restricting to one color is too much, but that's pretty much all that's still left open to debate for that aspect of the media. What does everyone else think? Too strict or on-the-money?


"In an interstellar burst, I'm back to save the universe"
Cash Curtis II
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Posted: 14th May 2007 06:09 Edited at: 14th May 2007 06:11
Almost everything sounds good Matt. However...

Quote: "Maybe you can just keep the no media rule - no pictures, no graphics etc. and allow people to arrange their interface however they want. "

I'm with Fallout on this one. No media, but don't restrict the interface layout. Hard coded lines and boxes certainly won't be images. Apparently Fallout and I are having similar thoughts about this...

The map restriction is acceptable as well. It will be nice to be able to provide a map, and I think that it is good that it can't actually be a part of the game.

I'm also glad that DLLs are acceptable, I've got a couple I really want to use.


Come see the WIP!
Gil Galvanti
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Posted: 14th May 2007 06:23
Quote: "and ASCII art is out of the question as well."

I'm glad we can use text files, but you need to be more specific with this. Does this count as ASCII art (a map of the room):

And does this count as ASCII art (a map of your location and surrounding locations):



Quote: "The map restriction is acceptable as well. It will be nice to be able to provide a map, and I think that it is good that it can't actually be a part of the game."

I don't understand why it would matter if we decided to provide a map in game. I don't see why it should be against the rules to do so either. I say let us decide if we want to, because I know I would like a map to look at without having to open up a separate file. I like reading the descriptions, but I also like to know at a glance where I am in the world. I vote against this rule, I don't know if I can enter my game as I want it to be with the rule in place .


Cash Curtis II
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Posted: 14th May 2007 08:29
Quote: "I don't understand why it would matter if we decided to provide a map in game."

Well, it's easier to forbid something than to allow something that is so easily manipulated. If I can have a map in game, then I can do all sorts of things that deviates from a proper IF game. I could have a fancy fog of war map that allows you to click to navigate. I could have visual clues and effects on the map too, if I wanted to. All of this takes the game further away from the intended concept.

I'm going to have a nice GUI, but my game will be closer to Zork than anything else.


Come see the WIP!
Darth Vader
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Posted: 14th May 2007 09:45
I would love to do this! But I just remembered I can't code a text wrapper!
Darn!!!
Looks like I will have to try countless experiments!


NeX the Fairly Fast Ferret
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Posted: 14th May 2007 11:56
Are MMO text adventures allowed?


Since the other one was scaring you guys so much...
Dazzag
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Posted: 14th May 2007 12:18
Hehehehe... yeah, I was seriously thinking of a MUD. But it would have a major impact on the story. You just cannot make things work as well in a MUD than you can in a text adventure. Still, glad that someone else was on the same wavelength...

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
entomophobiac
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Posted: 14th May 2007 14:32
"I vote against this rule, I don't know if I can enter my game as I want it to be with the rule in place"

This is the point of a competition -- to have people compete on the same level. Either you play by the rules, or you don't play at all, I guess.

In my opinion, TEXT fonts and 2D coloration of lines should be fair enough. Everything else pretty much deviates from the main concept, I guess.
Dazzag
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Posted: 14th May 2007 17:22
A competition isn't democracy and the people doing it don't have to do it at all, so even if you don't agree with some of the rules, you have to obey them. Fair enough.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Diggsey
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Posted: 14th May 2007 19:50
The rules aren't really that hard

Basically, you make a TEXT adventure, and if you do anything that deviates from the gameplay of a TEXT adventure,it doesn't count. Whats the point of arguing over whether a line is 1 pixel or 3 pixels lol!

If its got images, or faked images, etc. It's obviously NOT a text adventure. I think the judges can probably tell what looks like an image/map and what doesn't!

Alquerian
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Posted: 14th May 2007 21:51
I have to disagree on the idea of not allowing automaps or maps in general. I feel if they are created programatically from source, then they should be allowed, supposing they are not translating an image into any sort of graphic. For instance if I read all of my exit directions and depict a map showing the exit directions, then I believe that to be perfectly acceptable, so long as the map is created at runtime. I do not think there should be any pre-constructed graphics at all, be it ascii or anything else.

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zenassem
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Posted: 14th May 2007 22:13 Edited at: 14th May 2007 22:14
Alquerian makes a good point. And I'd have to agree with him.

Maybe it could all be easier if we agreed on maps. For instance as long as the maps are top-down line/vector graphics it's fine. Or if it's generated in code at run time. Anyone entering will surely be able to understand what me mean by no media.

If someone wants to be a jerk, and generate bitmap images in-code from data statements, or load into memblocks then the judges can clearly spot this, and make a decision.

I think most of us here are only concerned with the fact of someone drawing each scene of the adventure, or using media to make up for a poorly written adventure.

A HUD graphic overlay to divide the screen output should also be considered. Especially if it used throughout the game to break up different output windows. It really shouldn't matter how many colors is used to make the HUD overlay. As long as the single HUD image is used throughout most of the game, to add to the feel, and organize the output.

By HUD I mean simple image, used to create a sense of atmosphere and organize game text. It's like those decals they used over the screen in vector games or when graphics were not realistic in order to give the game a feel.

exmaple HUD overlay.



even this is acceptable (perhaps a bit crowded but best eg. I could find) to me.



dark coder
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Posted: 14th May 2007 22:25 Edited at: 14th May 2007 22:26
The bottom one doesn't look like a text adventure at all. IMO it should only have two areas, possibly three. The first will obviously be the narration field, the other would be the text input and the optional other would be to display the options for you to input. Colours should be allowed so you can see who is narrating etc. Other than that there should be no graphics, no ASCII picture of the scene, no ASCII map, definitely no ASCII player model which you move around, there should be text only as the competition is mainly about your writing skills and how many nests you can bother to write.

Diggsey
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Posted: 14th May 2007 22:56
I agree with dark coder, there is absolutely no need for a map in a text adventure! You have do textually describe rooms rather than graphically describing them. That is what a text adventure is.

zenassem
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Posted: 14th May 2007 23:04
Yeah my bottom example wasn't great, but it was the best thing I found when posting of ascii borders. I agreee our games shouldn't have all those windows, but again it was just an example of breaking up the screen.

Fallout
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Posted: 15th May 2007 01:12
Just to change the subject a little, I just did a few font tests while messing about with an XML parser. Made some 2D boxes to make it all presentable, and it only ran at 30 FPS. So I captured by boxes to an image (get image command, not an external bitmap), and pasted it each loop ... 900 FPS. No probs I thought. I printed a few bits of text. 2 FPS!!! hahahaha. I forgot how REDICULOUSLY slow DBPs 2D and text commands are!

I know this isn't a realtime system, but I was toying with the idea of scrolling text. Gonna have to do a fair bit of coding just to get text onto the screen in a timely manner!


Gil Galvanti
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Posted: 15th May 2007 01:16
Quote: "Well, it's easier to forbid something than to allow something that is so easily manipulated. If I can have a map in game, then I can do all sorts of things that deviates from a proper IF game. I could have a fancy fog of war map that allows you to click to navigate. I could have visual clues and effects on the map too, if I wanted to. All of this takes the game further away from the intended concept.

"

So why not limit the rule to simple, text only maps that can not have any interaction or visual effects in them?
Quote: ""I vote against this rule, I don't know if I can enter my game as I want it to be with the rule in place"

This is the point of a competition -- to have people compete on the same level. Either you play by the rules, or you don't play at all, I guess."

I would be on the same level. I don't think adding a text map to show the player where they are is competing on a different level.


Alquerian
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Posted: 15th May 2007 01:35 Edited at: 15th May 2007 01:36
I agree with Gil. I do not see a problem with text only maps, and as much as I appreciate Zenassem agreeing with me, I can't help but state the overlay HUD takes it too far away from a traditional Text based game.

I do not think that anything should be drawn with any sort of graphics commands, lines, circles, a HUD, nothing. If this is a text adventure compo then keep it to ASCII text.

I feel that using ANSI colored text for this is completely acceptable. This is what we used years ago when running BBS text games and it is perfectly fitting. I don't see any reason why the developer can't arrange the text on the screen however they want, dividers, seperators etc, so long as they are made with ASCII text. I don't think this should be confined to a top-scrolling text adventure.

Someone mentioned earlier something about different windows. What are you thinking, honestly? No seperate windows, no mice, use the keyboard and only the keyboard.

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Gil Galvanti
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Posted: 15th May 2007 01:37
Quote: "agree with dark coder, there is absolutely no need for a map in a text adventure! You have do textually describe rooms rather than graphically describing them"

Yes there is. A visual map, I agree, but if it's made up of letters just to show the player where they are at a glance, I don't think it matters. I agree that a 2D Map shouldn't be included, but why not something like this:

It's simple, made of text, and allows players to see at a glance where they are in the world, without having to read through a paragraph description, and it's only the surrounding areas (north, south, east, west) It's also often hard for me to visualize how things work as I read, and something simple like that helps a lot.


Alquerian
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Posted: 15th May 2007 01:38
Quote: "Yes there is. A visual map, I agree, but if it's made up of letters just to show the player where they are at a glance, I don't think it matters. I agree that a 2D Map shouldn't be included, but why not something like this:
+ Code Snippet

MAP
I-*-I
|
I


It's simple, made of text, and allows players to see at a glance where they are in the world, without having to read through a paragraph description, and it's only the surrounding areas (north, south, east, west) It's also often hard for me to visualize how things work as I read, and something simple like that helps a lot"


I could not agree more.

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aluseus GOD
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Posted: 15th May 2007 01:42
Wait, My text adventure, it will still have the same text as other text adventures, but it will still have graphics and there will be mini platform levels.
Is that ok?

Your signature has been deleted by a moderator because this joke is getting old.
Benjamin
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Posted: 15th May 2007 01:47
No.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Gil Galvanti
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Posted: 15th May 2007 02:43 Edited at: 15th May 2007 02:43
EDIT: Double post


Gil Galvanti
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Posted: 15th May 2007 02:43
Quote: "
I could not agree more."

Glad someone does .


aluseus GOD
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Posted: 15th May 2007 03:26
But its still completely text!

Your signature has been deleted by a moderator because this joke is getting old.
zenassem
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Posted: 15th May 2007 03:44
go back and read the entire thread.

Gil Galvanti
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Posted: 15th May 2007 05:46
Quote: "But its still completely text!"

How in the world is:
Quote: "graphics and there will be mini platform levels."

as you say
Quote: "still completely text!"

??


Cash Curtis II
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Posted: 15th May 2007 07:46
I agree that Alquerian's programatic map would be acceptable.

zenassem's first HUD overlay is okay to me as well. However, the 2nd is so far removed from a text adventure that it doesn't look okay. I suppose that if participants attempt to make something other than an IF game, then their grading will suffer.

I think that one of the things that contributed to the atmosphere of games like Zork and Enchanter was the complete lack of a HUD. It made it feel like a tiny, dark, isolated world in which anything could happen. Beyond Zork was fantastic, it was an IF RPG. It had a crude HUD, but it still gave me the dark and isolated feeling.


Come see the WIP!
zenassem
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Posted: 15th May 2007 07:51
@GIL,
I think he means the world will be made up of ascii text characters.


or something similar.

Which I think we should try to avoid.

Cash Curtis II
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Posted: 15th May 2007 07:53 Edited at: 15th May 2007 07:53
Wait, I think his vision is more like this...




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zenassem
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Posted: 15th May 2007 07:55
Cash Curtis II wins!

Now I'm afraid to enter!

Dazzag
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Posted: 15th May 2007 09:13
Quote: "I feel that using ANSI colored text for this is completely acceptable"
Then you haven't seen the examples when the fonts are incredibly tiny.

I've used adventure games with ascii type maps (although very rare) and personally I hate them. Totally takes me away from the idea of a text adventure. Which is basically an interactive novel. From what was said originally the novel aspect is what they most want. MUDs on the other hand are slightly different. But then you don't normally get the same level of writing, mainly because it is difficult in a shared world. Saying all that though, if someone wants to do it then why not let them? If that means the judge will think it spoils the experience then they will mark the game down because of it. Risk you take. Out of interest, if you have an exit that is hidden, but doesn't require an action to open it, then wouldn't an automatic map give it away? I mean say you are in a dark room and the exits are N and E which are mentioned in the room text. But it turns out that there is a hole in the ground in the corner or somesuch. Now fair enough you perhaps need a torch to see properly, but the command "down" would take you down to the next location no matter what ("You find a hole and go down into the sewers..."). A map would show this exit automatically and you would know. Ok, so could be clever and only show on the map after you first go down, but not exactly obvious, and new players may not even try to go down because they don't see it on the map (that they are using exclusively for the exits). See what I mean?

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
dark coder
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Posted: 15th May 2007 10:32
What do you mean an ASCII map? do you people have no idea what a text adventure is? it should be just like a book, only you fill in the blanks. Books don't have nice ASCII maps showing you where the characters are, they have text telling you where you are, the mood etc. There is absolutely no need for having an ASCII map, if there is a map what stops the user from drawing the player? then having arrow keys to control the player, then they could add power ups to this ASCII map and voila you've now got a game that isn't a text adventure.

Cash Curtis II
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Posted: 15th May 2007 11:17 Edited at: 15th May 2007 11:21
@Dazzag -
I see your point Dazzag, but I don't think that would be the best way to include a hidden exit. Personally I'd have an event that created the exit, like uncovering a trap door (like in the living room in Zork) or pulling a lever or moving a piece of furniture that is covering an exit. If you just have a magic exit without clues I think that is a poor IF device. IF games are frequently guilty of such things.

@dark coder -
I think that an ASCII map is a horrible idea. I think that an optional automap feature would be okay. It shouldn't have anything to do with gameplay, and should definitely be optional, and shouldn't display anything except for locations that they player has already visited. When you start expanding that to silly things like platforms and powerups, you don't have a text adventure at all.


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Fallout
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Posted: 15th May 2007 11:19
Well, I was gonna break up my gameplay window into the following sections:

-Room description
-Items/Points of interest (Basically, lists what you discover in the room as and when you find it, including doors etc, so you can see at a glance where to navigate to)
-Feedback window (the largest window where all the dynamic content appear, such as item descriptions when you view them, conversations from people you talk to and events that happen in the room)
-Command entry

That's 4 screen sections. Personally, I think that's reasonable. That's taking most of the ideas of a traditional text adventure, and just making the interface more intuitive and readable. The player doesn't have to remember everything in the room, for example, meaning you can put more thing in there without the player getting overwhelmed.


Darth Vader
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Location: Adelaide SA, I am the only DB user here!
Posted: 15th May 2007 11:36
Dark Coder you put me write off ASCII art after saying,
Quote: "it should be just like a book, only you fill in the blanks. Books don't have nice ASCII maps showing you where the characters are, they have text telling you where you are, the mood etc."

I agree with that. After hearing everyone talk so good about this Zork I've downloaded it and am going to spend a bit of time going through it. Wish me luck!


Dazzag
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Location: Cyprus
Posted: 15th May 2007 12:13
Quote: "I see your point Dazzag, but I don't think that would be the best way to include a hidden exit"
It was just an example. Personally I would also have an action. In this example something like turning on the light would open up the exit. But you get my point.

Now come on someone, make me a gamebook creator! Or just make a computerised gamebook! Loved those things. Plus they are probably the closest you can get to a novel that is interactive. Giving you a set number of options is basically a lot more fluid reading than a traditional text adventure.

And just for nostalgia every game should have a Mary the dwarf hidden option Old speccy owners may get that link.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Dazzag
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Posted: 15th May 2007 12:16 Edited at: 15th May 2007 12:29
Quote: "After hearing everyone talk so good about this Zork"
Was never that bothered for some reason. Personally I thought anything Level 9 did was awesome. Fair enough there was other brilliant adventures, but anything they put out tended to be top quality, and they created a fair amount. Oh, and almost forgot Magnetic Scrolls. They were good too. Look them up. Never got into Infocom though (apart from Hitchhikers) for some reason...

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Diggsey
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Posted: 15th May 2007 19:44
Coloured text should be allowed, but the fonts shouldn't be 1 pixel big, lol

Also, if an ascii map is allowed, it should use letters, rather than symbols to try and show what things in the room look like. eg. If there is a door, it should be D on the map, not:


Zotoaster
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Location: Scotland
Posted: 15th May 2007 19:52
I remember having to make a choise like this when I was judging a DBPro Coding Challenge, the Shooting game one.

I say, allow simple ASCII maps, just don't judge them Some people might prefer it, but just because it's there doesn't mean you have to judge it!

Alquerian
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Location: Reno Nevada
Posted: 15th May 2007 21:11
Quote: "Out of interest, if you have an exit that is hidden, but doesn't require an action to open it, then wouldn't an automatic map give it away?"


It wouldn't be difficult to add a flag to an exit so that the automap didn't draw it, or only draws it after a certain event has transpired.

Automaps are handy in a room based text adventure, where you want to see the exits quickly and readily after you have already read the room description. It makes no sense to have to read the same room description a thousand times when you are traveling accross a text based world to complete a quest. I DEFINATELY think it should be optional and never forced upon someone to use an automap. You make some good points Dazaag

Quote: "Books don't have nice ASCII maps showing you where the characters are, they have text telling you where you are, the mood etc."

Books and computers are 2 seperate tools, providing access to data in different ways. It is like comparing apples to oranges, you just can't do it. Books can't respond to user input, books can't create a dynamic storyline (safe for the very limited 'create your own adventure' storybooks). Books usually do not use different colored text when describing something and books definately do not allow you to interact with the objects within the book.

Quote: "what stops the user from drawing the player? then having arrow keys to control the player, then they could add power ups to this ASCII map and voila you've now got a game that isn't a text adventure."


I totally understand where you are coming from and it is a very valid point. If there is a well-defined set of rules, then this obviously wouldn't happen. You make a great point and I think if maps of any sort are allowed they should only display the user in relation to his/her exits, nothing more.

Visit the Wip!
zenassem
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Location: Long Island, NY
Posted: 15th May 2007 21:42
Alquerian,

I hate to make things more complex, but I guess now is the time to flesh out ideas.

I wanted to include other types of files with my game (mainly instructions and a field manual). I always found that text adventures with extra content always helped in emersing one into the game's world. And it made it easier for the player to acustom themselves with the interface, especially for intricate adventures. Obviously, I was thrilled to find ID cards, props like noted from a deceased or a Will etc...

Now I can provide the documents I am thinking of in-game. But one item in particular is a must item right at the beginning of the adventure? It's basically a facility operations manual. It's really key to the adventure, and it itself is basically an instruction booklet on how to play the game.

Would I be allowed to provide it as document so that judges could print it out? What about intro and instructions for play, shortcut keys... Do they all need to be in-game, or can we have supporting documentation?

Obviously I can code it so you could display items in your inventory. But since the judges are going to need to play multiple games, I thought this might make it easier for them to get an overview of the actions and not force them to keep going back to a digital document.

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