Just curious, has anyone ever successfully made a text based adventure game in Gamesalad? I wanna try and make one myself, but I wanna see what others have made. By text based, I mean like, Zork.
i dont think so text based games are more complex than normal game.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
edited October 2013
Hi @ADSentertainment For interest, I've got a text adventure concept I started a couple of years ago but it's way down the list of games I want to get around to finishing...so not exactly what you're asking, nor much help, I guess... but hey, go for it! A text-based adventure has it's own problems compared with other types of games (but then I guess they all have) but enough to say, GameSalad is more than capable of handling this type of game. :-)
It certainly can be done, and I even tried it at one point and got quite far.
What stopped me was the way that GS handles text input (as in the whole screen becomes the text box) and the lack of custom fonts, and the lack of PC output.
The logic itself is pretty simple to do.
So I have a couple of half-finished text adventures done in Unity at the moment. Which is fun
I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.
So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.
So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
I kinda still want a typing input. But the current typing interface that Gamesalad provides would be a bit of a problem maybe...
I used to love the Scott Adams text adventures. Then the Hobbit text adventure came along with graphics and blew me away. I could never afford Infocom but the boxes were great.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.
So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
I kinda still want a typing input. But the current typing interface that Gamesalad provides would be a bit of a problem maybe...
Yes, Keyboard Input behaviour is very clumsy, needs much more done to it; you could always create your own keyboard, there's more than a few tutorials about on that subject if you didn't want to "reinvent the wheel" on that score...
I haven't played a text adventure since I was like knee high but if the text input is a bit naff in GameSalad (not actually seen it yet) can you not have lots of mini text buttons to build your string/command, kind of like what you see when typing on a mobile phone and the predictive text shows words you might be trying to type.
So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.
I kinda still want a typing input. But the current typing interface that Gamesalad provides would be a bit of a problem maybe...
Yes, Keyboard Input behaviour is very clumsy, needs much more done to it; you could always create your own keyboard, there's more than a few tutorials about on that subject if you didn't want to "reinvent the wheel" on that score...
Well, I don't plan on making a text based game for the iPhone any time soon. This'd be a game you'd play on your computer.
Comments
Hi @ADSentertainment For interest, I've got a text adventure concept I started a couple of years ago but it's way down the list of games I want to get around to finishing...so not exactly what you're asking, nor much help, I guess... but hey, go for it! A text-based adventure has it's own problems compared with other types of games (but then I guess they all have) but enough to say, GameSalad is more than capable of handling this type of game. :-)
What stopped me was the way that GS handles text input (as in the whole screen becomes the text box) and the lack of custom fonts, and the lack of PC output.
The logic itself is pretty simple to do.
So I have a couple of half-finished text adventures done in Unity at the moment. Which is fun
QS =
D
So no keyboard input at all but a line, or lines of one word buttons that you press to build your string. I guess you'd want lots of them on the screen, and for them to change depending on items you might be carrying, so having the word "dig" won't show if you don't have a shovel in your inventory.