Text-based adventure games, also known as Interactive Fiction, were an early form of computer games. Now his fans are limited but quite loyal. Generally, these games can be downloaded for free, do not need high computer specifications, and interestingly you can make your own without having to know a programming language.
Step
Part 1 of 3: Choosing Software
Step 1. You can try Inform 7
Inform 7 is quite a powerful piece of software and is best known for creating text games, or interactive fiction as it is more commonly called. The programming language is designed in such a way that it resembles simple sentences in English, but still has full functionality. Inform 7 is available free for Windows, Mac, and Linux.
Step 2. Use Adrift to make game creation easier on Windows
Adrift is also a programming language and interactive fiction compiler software that is popular and easy to use because its interface is visual, not code. This software is probably the easiest option if you are not a programmer. Adrift is available free for Windows only, but the resulting game can be played on any operating system or on any browser.
Step 3. If you can program then TADS 3 can also be an option
If you're looking at creating this game as a programming project, then TADS 3 is the most comprehensive choice of software for this purpose. You can more easily master TADS 3 if you already understand C++ and/or Javascript. TADS 3 is available free for Windows, Mac, and Linux.
- Especially for the Windows version of TADS 3, this version has an additional workbench feature ("Workbench") that makes it easy to use for people who are not programming and comfortable to use in general.
- Programmers may be interested in reading about further comparisons between Inform 7 and TADS 3.
Step 4. Explore other common options
The software listed above are the most popular choices in this area, but there are other options that are also widely used in the interactive fiction community. If none of the ones mentioned above suit you or you want to try something else, you can also take a look at the following:
- Hugo
- ALAN
Step 5. Try a browser-based text game maker
You can immediately start and experiment without having to download anything by using the following tools:
- Quest (more like the interactive fiction kit above)
- Twine (easy-to-use visual-based editor)
- StoryNexus (on this device the player only clicks on a number of options, not typing commands; your games can be loaded online [online] at StoryNexus)
Part 2 of 3: Start Making Games
Step 1. Get used to using text commands
Most text-based games are played by typing commands. People who are used to playing interactive fiction games will assume your game must use common commands, such as "see (object)" and "get (object)".
- There should be a documentation or tutorial section in the software so you can become familiar with these commands and how to incorporate them into your game.
- Sometimes a game has unique additional commands; can be various, either "jog" or "cut the grass". This choice of command must be clearly communicated to the players, unless it is deliberately kept as a secret or just for fun and is not required to finish the game.
Step 2. Design a map and/or gameplay
The most common form of interactive fiction usually involves exploring a number of locations (commonly called "spaces" even if the story says the locations are in the open). Your project can start by creating a room or two that can be explored at the beginning, then a few more rooms that can be entered after the player completes a simple puzzle or explores a bit first, then there are bigger and more difficult puzzles that require exploration. careful.
Another option is to create a project that focuses more on the decisions the player makes, rather than solving puzzles. An example is an emotional story about the relationship the main character in the game has with other characters, or a story that gives the player a lot of choices and the consequences of all his decisions will be seen in the next storyline. Options like this may still require a geographical map, or use "space" in the form of scenes where the main character experiences something according to the theme of the game
Step 3. Get help with how each element of the game is connected
Maybe your first space isn't working properly, or you don't know how to produce a certain effect using your software, so look for the documentation or help menu, or the " Read Me " file which is usually in the same directory as the file. your main software. If it's still not clear, try asking the forums on the site where you downloaded the software, or in general interactive fiction forums.
Step 4. Create the introduction section and the first space
After creating the outline for your game, write a brief introduction explaining the game, including an explanation of the unique commands, as well as a warning if your game contains material specifically for adults. Then, write a description of the first room. Try to make this first room interesting because players can leave immediately if the first room is just an empty apartment, for example. Here is an example of an introduction for players at the beginning of the game (important words are bolded for easy understanding):
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Introduction:
For the sake of joining this cruise you exchanged your entire collection of snack coupons, but now the ship is stranded in the middle of the sea. What a shame! You better find Lucy, I hope she survives that big storm. You remember he was in the engine room when the storm hit.
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Warnings and Conditions:
Welcome to "The Miser's Cruise". Type check coupon to view your current collection. Use command exchange coupon followed by the name of a coupon to use the "magic" coupon. Warning: this game contains some violence and cannibalism.
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Room description:
You are standing in a room with oak walls. The bed's iron frame had been blown away by the storm and the sole mattress was torn and limp under the liquor cupboard. To the north there is a closed door.
Step 5. Create the command for the first space
Think about how the player will interact with each of the objects you have mentioned. At least the player must be able to "see" or "x" (target) each object. Here are some examples of commands that players can use and the resulting text that appears for players:
- look at the bed – It's filled with high quality goose feathers, but now most of the feathers are scattered in the room. The mattress was limp and smelled of liquor.
- x me – You are exhausted, and are only wearing the pink bathrobe you wore just before the storm hit. Your bathrobe has pockets and is tied with a woolen cord.
- open the door – The doorknob turned but the door didn't open. Looks like there's a heavy object blocking on the outside.
Step 6. The first room can be an easy puzzle
The classic start is to challenge the player to find a way out of that space. This challenge doesn't have to be too difficult, but it can give you an idea of what your game will look like next. This is also an opportunity to teach players to carefully read and look for clues. For example, after the commands above, players might think of doing the following:
- lift the bed – As soon as you lift the mattress, the smell of tequila hits your nose. No wonder the mattress is limp… You lay the mattress to the side and then wipe your hands on the bathrobe.
- x space – You are standing in a bedroom with oak walls. The iron frame of the bed had been blown away by the storm, and the only mattress was torn and limp in the corner of the room. There is also a liquor cabinet in the corner of the room. There is a closed door to the north. There was a broken bottle on the floor.
- take the bottle – You took the broken tequila bottle. It's a shame to let it go.
- x pouch – Your wallet is still in the pocket. I'm grateful!
- x wallet – All snack coupons have been used but your wallet still contains some emergency coupons. Currently you have crowbar coupon and whistle coupon.
- exchange the crowbar coupon – You lifted the crowbar coupon and cleared your throat. The coupon floats away and a moment later a crowbar falls into your grasp.
- open the door with a crowbar – You put a crowbar in the gap between the door and the frame and push as hard as you can. The growling sound from the outside startled you. One more push and the door will open, but you better be prepared with a gun.
- open the door with a crowbar – This time there was no obstruction from the outside of the door. The door instantly opened wide and outside was a gray wolf staring intently at you! Let's think quickly - You can only choose one course of action.
- attack the wolf with the bottle – You slashed the wolf with the broken bottle right in its nose. The wolf groaned and ran away. The road to the north is now safe.
Part 3 of 3: Perfecting and Completing the Game
Step 1. All verbs and nouns must be clear
As a game maker, you'll know all those terms by heart. But other people only know a few. Whenever you add a new command or object, especially one that's important for the continuation of the game, then make sure you make it clear and easy to use.
- Equalize object names in descriptions and in commands. Example: if a player enters a room and reads the description of a "painting" then make sure you also use the term "painting" as an object in the command. If you are not careful and then use the term "picture" then the player is forced to try first to interact with the object.
- Use synonyms for verbs. Also think about how other players will use an object. Objects in the form of "buttons" must be able to be used with the command "push the button" as well as "push the button". If there are enemies in the game then it's a good idea to have the commands "attack", "fist", and "hit", as well as "use (name of object that can be a weapon) on (enemy name)".
Step 2. Make the puzzle fit the background
Don't let the puzzles you've bothered to design don't even match the background of your game. You might think you're smart enough to come up with a puzzle involving a Viking helmet, dynamite, and a beehive, but it really doesn't work if these things appear in the backdrop of a spaceship or high school classroom. Your background will feel awkward, and players will immediately know that the strange objects must be part of the puzzle."
- Puzzles with multiple possible solutions will feel more realistic, as will a single object that can be used for multiple puzzles or have multiple uses.
- Make puzzles that feel relevant. There has to be a reason why the characters in the game need to solve a puzzle.
- Avoid the familiar puzzles, such as the tower of Hanoi puzzle, mazes, and logic puzzles.
Step 3. Be fair to players
The ancient games were known for being merciless, for example: "You picked up the rock and an avalanche occurred that buried you. It's over." Today's players want to be more rewarded for their efforts. Apart from keeping the main character in the game from dying, here are examples of other objectives that can be given:
- Don't make important in-game events rely on a random system. Usually when the player has managed to find what to do next, then it must be 100% successful.
- Provide hints for difficult puzzles, and don't get too many fake clues to distract you.
- Don't create puzzles that are impossible to solve according to the gameplay, for example, puzzles that can only be solved if you know what's next in the game, or puzzles that you have to try until you succeed, but if you fail, the main character dies immediately.
- It's okay if there is a space in the middle of the game that will be permanently closed, but players should be warned. If there is a choice that can make the game deadlock, then it should be finished, don't let the player continue without any chance of winning.
Step 4. Write down all the possible endings of the game
Think of possible interesting endings. If the player loses then he should still get a cover story that tells what happened and encourages him to try again. If the player wins, then there must be a brilliant and rather long ending, maybe there may even be a special room at the end of the game where there are some additional commands so that the atmosphere of victory is even more pronounced.
Step 5. Look for inspiration and other tips
There are hundreds of articles available on Brass Lantern, the Interactive Fiction Database, and IFWiki, where you can read about specialized topics like writing realistic characters, or how to program objects with complex interactions. And above all are the examples of text-based games on the IF Archive, a site where you can instantly enjoy the text-based games you love. The following links also contain many other tips for beginners:
- Examples of various quotes in the IF Gems collection.
- IF Theory Book
- Craft of Adventure
Step 6. Have a pre-game test/Beta stage test
When the game creation is complete, play it yourself a few times first. Try out all the possibilities in the game, including any "weird" sequences that shouldn't have been your original intention. After fixing various errors try getting some friends and family members involved or maybe using an online interactive fiction player to run a Beta stage test in the same way. Ask for their feedback on which parts are frustrating or unpleasant, and consider their suggestions for changes or additional options.
Save your work often and use the undo command if you have one, so you can try different paths without having to start over from the beginning
Step 7. Publish your game
Some text-based game creation software also has an online feature for uploading your own games. Usually games are published on the IF Archive, and don't forget to write your game description on the IFDB.
- Share your game links through social media and interactive fiction forums so that people know more.
- Most interactive fiction games are available for free. You can set a price, but if this is your first project and you don't have a following then don't expect high sales.
Tips
- One effective way to make your game known is to enter it in one of the many interactive fiction competitions available. Most are free to follow, and at least you'll most likely get a few people to try your game. If it is good then its reputation will spread.
- Even visually impaired or visually impaired people can create interactive fiction. Most interactive fiction creation systems are pure text, so give it a try. You can use text editing software to write the game program, then assisted with screen reader software.
Warning
- Some storylines and backgrounds are used so often that they are branded clichés, - in this case the game writers must be very proficient so that the results are not boring for experienced interactive fiction players. Avoid making a plot that has amnesia, which is just a flashback, which is a very ordinary setting (apartment or office), or which tells of ordinary people who suddenly fall into the background of heroic fantasy.
- Avoid mentioning things that don't really exist. If there is an object that is already mentioned in the room description, then make sure the player can at least do a "look" command on it. If players get hit with the "You don't see stuff like that here" reply text too often, then your game becomes less convincing. In other words, make sure your fictional world is always in sync with the programming code foundation of that world. Just like writing fiction, the goal is to make the storyline believable. A careful arrangement of the world can prevent mistakes like this. Lazy game makers are sure to get caught by the players.