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Geek Culture / Text adventure contest anyone?

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Matt Rock
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Posted: 28th May 2006 20:44
Looks like Dark AI wins, TKO... I'll wait until I get home from work at 5pm EST (it's 1:40 now) and let Rich know, so you still have a few hours to vote . I'm also going to e-mail ebay and ask if they might offer a gift card or something, and PlayBASIC's creators to ask if they'll furbish a prize. I think I'm going to post the official contest start date on Friday, June 2nd 2006 and it will run until Friday, August 4th, 2006, with contest winners announced on August 11th, the following friday. Is that enough time for the contest, or not long enough? Let me know what you all think


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Db programmer 12 v20
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Posted: 28th May 2006 20:59
Count me in

Forgot my password so I created a new account.
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Darth Vader
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Posted: 29th May 2006 07:33
I am definatley going to enter I really want to win my first comprtition!I also vote for Dark A.I. Can we have some sort of exmaple of the kind off text adventure you want?
Thanks!!!


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Matt Rock
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Posted: 29th May 2006 07:41
When I post the official contest thread on the Game Design board, I'll include parameters, but I won't include an example unless a moderator feels like whipping one up (I don't have the free time and I trust the mods to do it justice). In a nutshell, a text adventure is a game played entirely through written word. You give the player options and said player can choose between said option. Here's a quick, sloppy example:

You walk into a bar:
1 - buy a drink
2 - talk to the bartender
3 - flirt with a girl

if 1 then: you drink a Guiness
if 2 then: the bartender gives you an evil eye
if 3 then: the girl laughs and tosses her drink in your face.

The contest will have basic parameters, including file size, media usage, etc. and I'll post that thread on Friday, June 2nd sometime early in the day (EST) between 8am and 3pm, so keep an eye out for it If anyone would be interested in judging the contest, please feel free to e-mail me by July 1st, and if you want to offer prizes, contact me by June 1st.


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Dot Merix
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Posted: 29th May 2006 10:01
So do we have to use Darkbasic specifically?

Matt Rock
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Posted: 29th May 2006 11:00
I'm still working that out. As it stands, it's only reserved for DarkBASIC, PlayBASIC (can it do text adventures? I haven't used it yet), and DBPro. Maybe we'll expand that to include C derivatives, I dunno yet But Text Adventure creation programs, that make prefab games, are definitely out, no question


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Darth Vader
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Posted: 29th May 2006 12:53
lol I know what a text advcenture game is! My first game was a sloppy text adventure. Find it on my site (click me siggy)
What I meant is, will there be a set theme or can we just create our own theme?
Thanks


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Computer Nerd
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Posted: 29th May 2006 20:45
So can we use any images at all Matt? Can you give some of the rules if this thing is still on?

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Matt Rock
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Posted: 29th May 2006 22:21
Like I said, the rules will be posted in the forums on June 2nd, and Rich is going to post an article about this contest in the next edition of the magazine. I can tell you that you can use any theme that you want, and 2D images will be allowed but only if used aesthetically... you have a limited file size, and animated files will be prohibited, but you can pretty-up your text adventure with static 2D imagery.


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Jeku
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Posted: 29th May 2006 23:29
PB can definitely handle a text adventure

Although I don't agree that art should be allowed. Finally this seemed like a contest that even a non-artist like myself could have a chance in--- but it might not seem that way anymore.

Perokreco
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Posted: 30th May 2006 00:18
Text adventure. Do you see the text part in the name. I think that image is not a text, is it. So not art.
Jeku
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Posted: 30th May 2006 00:27
Definitely. It should be judged on storyline, playability, technical merit, and fun. I would like to spend some time on the parser to make it handle chained commands, so it would be nice to be judged on technical skill rather than having some nice rendered tree but crappy 1-letter commands.

Dot Merix
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Posted: 30th May 2006 02:07 Edited at: 30th May 2006 02:07
Quote: "Maybe we'll expand that to include C derivatives"


How bout Visual Basic?

Darth Vader
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Posted: 30th May 2006 06:33
Do we have to have so that you TYPE the command? Could it also be allowed that you can chosse commands from a list (sort of like a UI)?
Thanks!


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Matt Rock
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Posted: 30th May 2006 07:15
So far in the contest's design, I have it so you aren't allowed to use the mouse or any other input device other than a keyboard (let me know if you guys are opposed to this). A list is fine... in fact, it's encouraged in that it's the easiest way to define what your players are able to do, unless you're using a complex parser or scripting system like Jeku and Van. In terms of languages, any language will be accepted but DarkBASIC Classic and Pro or PlayBASIC are preferred (I'm hoping most people use TGC-supported languages). The main thing I'm trying to figure out is the contest's length... I'm debating whether it should run until August or if that might not be enough time. Some input from you guys on that subject would be helpful I need to send Rich the contest data on or before the 1st, so before I go to work tomorrow I'll be e-mailing him with the contest's details.

The graphics are going to be limited by a pretty tiny filesize (I'm thinking 3-5 MB), and any games that use animation will be disqualified. Images that you add won't effect your actual "score" with the judges when the contest is nearing completion.

In terms of prizes, Ebay turned me down (big surprise, hehe) and I'm still waiting for Kevin from PlayBASIC to write me back. If anyone has any cool ideas for other prizes, please let me know ASAP so I can get them included in the news letter!


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Darth Vader
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Posted: 30th May 2006 07:26 Edited at: 30th May 2006 07:26
My opinion:
Time: June 2nd until August 2nd. Gives everyone two months to finish.
File size: Looks as if you are going to chooswe between 3 or 5 MBs, please pick at least 5 cause my EXE files are quite large! I don't know how to make them any smaller!

Thats my input, if I have made an error, heh I ain't perfect!
As to the prize if I had something I would donate but unfourtunatley I haven't got nothing (I am a poor young person).
Good luck
Thanks!!


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Dot Merix
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Posted: 30th May 2006 07:38
I agree.. 2-3 months will be pretty sufficient time.. i'm sure there will be a lot of unfinished ones, but they should be decently polished atleast.

Jeku
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Posted: 30th May 2006 08:13
It would be great if storyline were judged on an equal basis as technical merit. I've played text adventures that had powerful parsers but had crappy stories.

Matt Rock
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Posted: 30th May 2006 11:50
The story will be just as important as the technical abilities of the game. This is, in my opinion anyway, more of a game design contest than a programming conest, and I think working on text adventures is a great way to hone your writing skills so you can design better stories and scripts. Not to say the technical aspects will be downplayed, however. The person with the parser is going to score higher than the person with the inkey commmands The scoring will be on originality, story development, writing ability, and technical design, with a 10.0 system like they use in the olympics, and all of these scores will be averaged out (so overall, you could end up with a 9.3 or something like that). The top-scoring game wins, and in the case of a tie (because I don't think Rich would let me give out more than one copy of the game, and I don't want to ask him at any rate lol), the judges will all play the best games and then vote amongst those as to who the winner is. If anyone is opposed to this system, they have until 10pm est to tell me because that's when I'm e-mailing Rich with the details


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Darth Vader
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Posted: 30th May 2006 12:06
A-Okay!


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Eric T
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Posted: 30th May 2006 12:06
So let me get this (I'm way too tired to read through several posts that may, or may not be, total and complete trash)...

Its a text adventure contest, and the entry's will be judged on story and gameplay aspects, not on having the sweetest looking GUI, correct?

If so, this'll be fun.

Matt Rock
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Posted: 30th May 2006 12:09
Hit the nail on the head Eric


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Eric T
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Posted: 30th May 2006 12:22
Excellente...

lagmaster
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Posted: 30th May 2006 14:59
hmm, if this goes ahead would you consider extra prizes? i could offer 1st/2nd/3rd place prizes in money in dollars (paypal)

more incentive

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Darth Vader
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Posted: 30th May 2006 15:44
Your offering money!!
WOW!!! This is going to be good!


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Perokreco
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Posted: 30th May 2006 17:58
Please not paypal as it doesnt work in all countries.
Matt Rock
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Posted: 30th May 2006 18:50
As much as I'd love to offer money, I can't in good faith charge people to enter this contest... I want it to be free for anyone and everyone who wants to join. But if you're offering cash out of your own pocket, rock on, e-mail me so we can discuss how much and whatnot

The PlayBASIC guys still haven't written me back, and if they haven't by the time I drop Rich a line tonight about the newsletter then I'm going to just assume we're only giving away Dark AI. But keep your fingers crossed for more prizes


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David iz cool
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Posted: 30th May 2006 21:37
when do u think this competition will start?
Bahamut
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Posted: 30th May 2006 21:42
Quote: "Like I said, the rules will be posted in the forums on June 2nd"


Probably around then. That date has been mentioned alot in this thread.

Bahamut
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Posted: 30th May 2006 21:43 Edited at: 30th May 2006 21:44
Sorry, double post. Didn't realise it went over the page.

Matt Rock
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Posted: 30th May 2006 21:55
Yeah, I'm posting the official contest thread in the game design forum on June 2nd, and it's going to run until August 2nd. Registration is free to all who feel like entering


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Drew G
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Posted: 31st May 2006 01:23
I'm entering this one. Since you will probably judge on story, not grahpics or gameplay. haha
Computer Nerd
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Posted: 31st May 2006 16:15
Cant wait for this one to start!

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Van B
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Posted: 31st May 2006 16:42
Hopefully it'll be the best adventure that wins, like forgetting gui's and fonts and graphics, just the raw storyline and parser doing your bidding. I have an idea and want to add graphics, but stylised and weird, not traditional 'paintings#, more abstract and erm, smaller files .

Might be a nice idea to have the option to turn the graphics off, if everyone did that then the judges could play in no-gfx mode, and people could get as elaborate as they like with the graphics. At the end of the day, whatever style you go for the competition is secondary for us all - we're mostly using the compo as an excuse to make a text adventure I think, as if there was any shame in it .

Heck, if my parser pans out how I want it'll be able to make adventure games from a script file alone - I'll happily make a series of these things, finally my laptop has a use beyond DungeonKeeper2 multiplayer!.

Aegrescit medendo
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Posted: 31st May 2006 17:21
A scripting system would take awhile to code though wouldn't it? It would be kinda useful though maybe you gave me an idea now.

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Drew G
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Posted: 31st May 2006 17:31
Just make whatever styled game you want. like how I'm doing. But I'm not letting info out on this game.
Matt Rock
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Posted: 31st May 2006 23:19
The official thread has been posted in Game Design Theory here. All of the rules and whatnot are posted there. We *might* be giving away a copy of PlayBasic... I need to talk to Kevin about some things, but otherwise, it's looking good. Enjoy


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Van B
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Posted: 1st Jun 2006 09:54 Edited at: 1st Jun 2006 11:56
Scripting can be as complex or as simple as you make it.

With highly text scripts, it's a good idea to use code markers, for when your loading the script in. Best example might be rooms - how are you going to organise your rooms?. Well firstly it's fairly obvious that your not gonna print this stuff with code, that's far too fiddly - you want to enter your room descriptions freely in a script. So if you used \ to signify the end of a particular block of text, like room description, you could use that to highlight the start too. For example:



Then if you find a '\room', grab the room name and store it in a variable and the text in the script file is room description, which you could load into an array until it finds a '\'. Simply checking the first 7 characters for these '\room:' style commands, I use this for everything. My items are specified after room descriptions and have their positions set depending on what room they are after, there's a few tricks that make adventure writing more fun.

Even word replacements are handled in the script, like I have this bit of script:

\word:G
\also:GET
\also:TAKE
\also:GRAB

So when parsing the player input, I split it into words and store them all in an array. Then I run each word through a check that just compares the word with convertable words in the list, so GET, TAKE, and GRAB all get converted to a simple 'G'. I did this with a double string array, like WORD$(256,1) - where indice 0 is for the word, and indice 1 is for what it is converted to.

Consider how much coding a simple system like that will save in the long run, and it is like a steroid shot to your parser, things are so much neater when you can use minimal command strings like N for North, D for Down, G for Get, I for Inventory, even X for examine is a good one.

I also have a special character '#'. I use this to signify script code, not done to much with this yet, but it loads these in as if they were text and assigns them to their room number - so I just have that character and my own IF conditioning system, and specific special commands can be added to rooms too. I plan to write the whole thing in the script language, something I've never done is make a fully codable script system and text adventures can exist on minimal functions, so is a good project to try this on (already have DarkAI, like a lot of people I'm using this as a justification to write a text adventure - something I've wanted to do again for years, but always disregard for whatever reason).

Aegrescit medendo
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Posted: 1st Jun 2006 18:26
Yeah I'm in it for the fun too, maybe I will write a scripting system, not much in the mood for coding yet my pet dog just died.

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Uncle Sam
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Posted: 1st Jun 2006 21:55
Oh boy. am I in or what...although it will kill my project, but I can't really afford to buy an addon like Dark AI, so it would be great to get it free...if I can...and have fun at the same time.

Uncle Sam
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Matt Rock
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Posted: 2nd Jun 2006 08:22
That's the idea. Fun is the most important aspect of this contest. I really hope people enjoy making the games... that's what contests should be, hehe.


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Uncle Sam
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Posted: 2nd Jun 2006 20:30
This thing is also helping me learn coding techniques. I wrote just simple function in less that five minutes that chopes of the end of each line so that it fits in a box, something I would have spent hours on two years ago.

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Kevin Picone
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Posted: 2nd Jun 2006 21:12
Just thought I'd drop in say good luck to all the budding competitors who take on this challenge. It's great to see a competition focusing on a different skill sets.

And for those existing PlayBasic users, in case you haven't noticed. The PB v1.33 (and above) example pack includes an Input console example. You know, we always enjoy giving you guys a head start (examples/input/input_console).

Have fun !

Jeku
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Posted: 3rd Jun 2006 01:21
Shwwweeett! Thanks for the heads up, Kevin Still deciding whether to use PB, C++ or C#.

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Matt Rock
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Posted: 3rd Jun 2006 02:26
@ Kevin: When we get the edit feature working, I'm going to update the Game Design forum thread with the new prize info


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