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Text adventure games

Once you ve decided what your world is, and what will happen in it, you need to design a map of the rooms. (Remember that they don t have to actually be rooms—we re using that as a generic term. They can be places on a road, paths in a forest, or even corners of a field.) Draw a map with a box for each room and connecting lines labeled with the directions that lead from one room to another (north or south, for instance). Give each room a number and a short description. The room in which the character starts should be room 1. Figure 1 shows the map of an example text adventure game. [Pg.56]

Now you re ready to actually begin programming your text adventure game. We ll go through the process step by step, outlining and illustrating exactly how to do it. [Pg.58]

A text adventure is an interactive computer game in which the player assumes the role of a character in a story. As the player, you control the character s actions by typing in commands, and the computer responds with a text description of what your character experiences. [Pg.55]

Just as when you create any game, the art of text adventure writing is much like the art of storytelling. To keep the player interested, interesting things have to happen. One event should follow reasonably from another and lead to a climax. Because it is a form of storytelling, the text adventure of-... [Pg.72]


See other pages where Text adventure games is mentioned: [Pg.55]    [Pg.24]    [Pg.55]    [Pg.24]    [Pg.205]    [Pg.304]    [Pg.34]   
See also in sourсe #XX -- [ Pg.55 , Pg.56 , Pg.57 , Pg.58 , Pg.59 , Pg.60 , Pg.61 , Pg.62 , Pg.63 , Pg.64 , Pg.65 , Pg.66 , Pg.67 , Pg.68 , Pg.69 , Pg.70 , Pg.71 , Pg.72 ]




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