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  #1  
06-10-2012, 10:13 PM
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Text Adventure Fangame!

I played a lot of those text adventure games recently that use nothing other than ascii characters to display itself and only the keyboard for controls. I decided that I would make a game like this and I thought I may as well make a fangame of Oddworld using it. Hopefully this won't fall into vapourware as have many previous fangames (like joshkrz's unfortunately).

I have started making it, not loads yet but still, the base is there, I just need to make the actual level screen portion. It has got a story, here are a few screenshots of what has happened so far:

Class type screen:

Each class of mudokon does have their individual bios. Also, the way the class exp bonuses work is: random(10, 15+classbonus). So if the class bonus was +3, you'd have a chance of getting between 10 and 18.

Intoduction screen (story):

I'm sure you can guess who the certain mudokon is.

Stats loadout screen:

Continued from the class screen, this is where you actually pick your starting stats. This is where that random 10 to 15 thing works out.

Main game screen (in progress):


I will be continuing this after I get back from school today so don't worry if I don't post for a while.
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Last edited by RoryF; 06-12-2012 at 07:12 AM..
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  #2  
06-11-2012, 07:52 AM
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Looks good!
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  #3  
06-11-2012, 08:37 AM
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That's pretty cool man, I've played a few text adventures I was rather fond of, hope it goes well.
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  #4  
06-11-2012, 08:49 AM
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Just so you know, this text-based game isn't one of those command like games where you type in what you want the character to do like:

"I am facing the window."
/open window

"I have opened the window."
/look out of window

"I see a dark sky, I'm too high up to see ground."
/stfu

"I do not know how to stfu."
/exit

It's more an ascii based overhead viewed adventure. Here is what is done so far, and what I mean:


Still working on the level though.
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  #5  
06-11-2012, 11:42 AM
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I've never played a text adventure, but seeing as this is Oddworld, I must play it!

I just really hope I can getting it working in Wine!
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  #6  
06-11-2012, 12:00 PM
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First level part is almost complete, all the scripts for searching and talking are done. Just the attacking the slig guard needs to be finished.
[EDIT]
Pretty much finished the first screen now, just the items to go and their effects.
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Last edited by RoryF; 06-11-2012 at 01:43 PM..
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  #7  
06-11-2012, 03:54 PM
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That is actually so freaking cool man! Good job, can't wait to see the finished product.
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  #8  
06-11-2012, 05:24 PM
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:
Just so you know, this text-based game isn't one of those command like games where you type in what you want the character to do like:

"I am facing the window."
/open window

"I have opened the window."
/look out of window

"I see a dark sky, I'm too high up to see ground."
/stfu

"I do not know how to stfu."
/exit

It's more an ascii based overhead viewed adventure. Here is what is done so far, and what I mean:


Still working on the level though.
When I first read this I was expecting the kind of text adventure where you enter commands.

I guess I wouldn't mind this style though.
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06-11-2012, 09:47 PM
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Well now, I've just added the metal lever weapon to the game, just got to put it in the slig attack thing. Should take too long but I've got to do other stuff soon. I'll get as much done as possible now and come back later. Here's what the screen looks like with the lever just picked up.
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  #10  
06-11-2012, 11:17 PM
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Looking good. Maybe you could do two versions of it? For the old bastards, like me, who are more nostalgic and prefer to write commands.
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06-12-2012, 06:57 AM
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The name is kind of misleading. You should rename it to "fangame with ascii graphics" or something.
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  #12  
06-12-2012, 07:18 AM
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:
Looking good. Maybe you could do two versions of it? For the old bastards, like me, who are more nostalgic and prefer to write commands.
I could do, but it would make the development a least twice as long, and it's a real pain sometimes getting that to work with this ASCII version. There's a chance of it screwing all the controls up. I may do a fangame in the future like those Escape the Room things but maybe something like Escape SoulStorm Brewery. Perhaps someone else might like to do that whilst I'm doing this.

:
The name is kind of misleading. You should rename it to "fangame with ascii graphics" or something.
Well the game itself is largely text based. Other games being made using ASCII graphics still class themselves as text-based or their prime genre. I consider it text based at least, ASCII graphics is just how it's presented and is minor IMO.
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  #13  
06-12-2012, 08:52 AM
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Oddman is right, this is still a Text Based Game, look at some of the later Zork instalments, if I remember right, they're of a similar style. I wish I went to fan corner more sometimes, this is kind of thing I love to see, well done mate, keep it up, when it's done I'll definitely download it.

Will we be able to 'search' the barrels and stuff for items eventually by the by?

E: Are you coding this in batch as well? Was just wondering.
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06-12-2012, 09:01 AM
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Oddman is right, this is still a Text Based Game, look at some of the later Zork instalments, if I remember right, they're of a similar style. I wish I went to fan corner more sometimes, this is kind of thing I love to see, well done mate, keep it up, when it's done I'll definitely download it.
I'll have to check out these Zork instalments then.

:
Will we be able to 'search' the barrels and stuff for items eventually by the by?
Definately, each barrel and stuff should be different. You can sometimes pick stuff up out of the barrel if its useful, if it's just rotten meat then... yeah.

:
E: Are you coding this in batch as well? Was just wondering.
Not batch, it's Visual Basic. As simple as that programming language is, it looks better and is organised better, plus I know how to use it pretty well. I still have a lot to learn on other languages, I won't lie about that.
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  #15  
06-12-2012, 09:33 AM
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Hey, don't underestimate the value of rotting meat, just play Lone Survivor! XD

And ah, I'm not familiar with the language, but I guess it works well for low power stuff such as this? I mean compared to modern games with fancy shmansy graphics. Batch isn't really a coding language, but you can pull of most text based games with it. =)
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #16  
06-12-2012, 09:40 AM
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Aside from raw meat, I would recommend searching the bloodsplats, you never know if they cover something.
[EDIT]
Thinking about making this open-source once it's done. Of course it's freeware just maybe it'd help people who want to do a simular thing since Visual Basic is the first thing that gets taught at school in programming now.

[EDIT2]
Almost done that bit now, a few more scripts and I'll put in some 'easter-eggs' in the bits that haven't been finished yet for obvious reasons (the load feature isn't, every level needs to be made before that will work). Why put in the easter-egg stuff? Because I can, and I'll put up a public TEASER for the moment containing whats done, so you can judge if you like how it works.
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Last edited by RoryF; 06-13-2012 at 07:45 AM..
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  #17  
06-13-2012, 01:21 PM
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Sorry for the double post but got semi-important news here.

TEASER VERSION FINISHED!
That's right, apart from a few cuts at the moment (no load, no how to play yet, and no stats but I will have them done in the future).

How to play is here:

Movement:
Use the arrow keys, you're the P icon on the map.
Talking: Use the T key in front of an object.
Searching: Use the S key in front of the object to look around, it will be described at the top.
Pick up: Use the P key to pick up whatever is there, do this usually where something is described like an item or you can be stupid and try to pick up whatever.
Using Items: Press the I key to go to your items, of course, you need to have something to put them in first silly.

YOU NEED .NET FRAMEWORK 4.0 FOR THIS BY THE WAY. YOU CAN DOWNLOAD OFF OF MICROSOFT'S WEBSITE!

I recommend searching as much as possible, you'll need it. Of course, the download is in the attachments. Have fun.

REMEMBER TO REPORT ANY BUGS HERE, AND ALSO YOUR OPINIONS ON WHAT IT'S LIKE (STYLE/WRITING/ETC.).

Thanks!
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Last edited by RoryF; 06-13-2012 at 01:29 PM..
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  #18  
06-13-2012, 01:24 PM
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Downloaded and unzipped, I'm stopping revising to test this, better be worth it xD
EDIT:
You spelt Necrum, 'Necrun' in the intro
EDIT: EDIT:
Just played through the first room, good so far! I'll defnitely be looking forward to more of this! +REP
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  #19  
06-13-2012, 01:31 PM
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:
Downloaded and unzipped, I'm stopping revising to test this, better be worth it xD
Edit:
You spelt Necrum, 'Necrun' in the intro
Dang, I think ancient is spelt wrong too, that's what you get for using that font :P.
Also, OWF uploaded the older version, not the newest one with '(COMING SOON!)' on the how to play bit. I recommend redownloading it, DAMN YOU VBULLETIN!
[EDIT]
I don't see where I wrote 'Necrun'. The highlighted Necrum looks fine to me.
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  #20  
06-13-2012, 01:37 PM
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This is what it shows for me.
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  #21  
06-13-2012, 01:40 PM
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I see I'll have to make a version for xp then, it appears you don't have the font that Vista and 7 have. Try downloading Consolas font, it should fix the scattered text. That would explain why Nerun is showing, the m is cut off to n.

BOOM: http://www.google.co.uk/url?sa=t&rct...kr3NY6JBIrKfNA
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Last edited by RoryF; 06-13-2012 at 01:42 PM..
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  #22  
06-13-2012, 01:42 PM
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Yeah I noticed that cause 'Therum' was being cut off for me aswel, so if it's a mistake on my part then I can't find any faults! Well done
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  #23  
06-13-2012, 01:45 PM
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It's my fault really, I didn't know xp didn't have the Consolas font, which is what all the text is positioned for. XP doesn't have it so goes to default and looks messed up in places.
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  #24  
06-14-2012, 12:53 PM
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Ooh, I can't wait to play this, I love text based games, if they're done right they're just as fun as any modern day game. Should have it played by the weekend. =)
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #25  
06-14-2012, 09:50 PM
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So long as you are running Windows 7 or Windows Vista it should look fine. If you are running Windows XP then you'll need the Consolas font, which is attached here (right click both files once downloaded and select install).

I sent it to my friend as well and he liked itas well.
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  #26  
06-17-2012, 12:36 AM
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Just so you know guys, I haven't abandonned this project. I've had quite a few tests over the last few days and have had to revise them. Only one I know I've got now is English so I'll have more time to do this.

I'm doing the exp system if you're wondering, just has to be done on every screen so it takes longer. Although I'll have it done soon, and then I'll get on to the second screen. I should be able to do it faster at this point because I know what to do.
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  #27  
06-17-2012, 03:09 AM
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I'm really liking it man! Keep it up. Believe it or not, I was in hysterics laughing when it said, 'You slap the slig in the neck'.
Actually the whole battle scene had me laughing my arse off imagining 2 sweaty guys slapping eachother. And this is why I love text adventures.
Can't wait for more releases!
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06-30-2012, 10:56 AM
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Since I've found it takes an insane amount of time to create (1-5 days per screen) and the fact if you play it on 2000/XP you get screwed graphics. I've converted it to full console mode. This is much, much easier on me and should look better on all systems.

Slightly changed the way the controls are. Instead of before where you just use the arrow keys, I've changed it to the text-based one where you say "go north" or whatever. This is simply because now it's in a console, it's easier to do it like that although if I make any future console fangames, I might decide to use the arrow key system.

Good thing is, since I'm able to complete this stuff 10x faster than before, in a few hours I have this stuff done:
  • Saving and Loading works no issues.
  • Texts are aligned properly even on older systems.
  • Commands work.
  • Screens go by IDs simular to the Oddworld CAMs (RP15C01).
  • All menus are working so far.
  • Mudokons can be saved through bird portals.
My to do list that I'm sure I'll be able to do is:
  • Instead of having premade conversations, I will make a unique chatbot for each mudokon you can talk to.
  • Proper battle screens against Sligs and whatnot.
  • Have all environments from AO included somehow.
  • Unique descriptions of each searchable area.
Hope it sounds good to you all and like I said, it shouldn't take nearly as long to make now.
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  #29  
06-30-2012, 04:02 PM
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How are you developing this?
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07-01-2012, 12:34 AM
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Sounds like a good job. Question; Are you going to release it with the source code? Incase anyone wants to play on PC?
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"I'm staunchly atheist, I simply don’t believe in God. But I'm still Catholic, of course. Catholicism has a much broader reach than just the religion. I'm technically Catholic, it's the box you have to tick on the census form: 'Don't believe in God, but I do still hate Rangers..'"

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