Fixed my game

Hey, I fixed my game finally. Do you guys think it's better?
Here's the OG: https://textadventures.co.uk/games/view/h7yoxehweusehtltdhgupq/indigo-park-chapter-1-the-text-adventure-part-1
Here's the remaster: https://www.dropbox.com/scl/fi/u0wybowdg3u8etk2kgulb/Indigo-Park-Ch.-1-The-Text-Adventure-Part-1.quest?rlkey=alq0imdcny4yn6udn57kn4t9l&st=xxvpbdqa&dl=0


I reached

You are in a Main Courtyard.

which seems a bit short for a game, but I see you have a part 2, so I guess its over there


So, your first few stories are very large and hard to read, rather than jamming it into one hard to read paragraph, you can try this code instead

msg ("As you enter a small employees-only room, you begin to look around.")
wait {
  msg ("As you look closely at a TV hanging on the wall, it flicks on, scaring you half to death.")
  wait {
    msg ("A purple raccoon, the park's mascot, springs up in front of a bright blue background. \"Hi there, and welcome to Indigo Park!\"")
  }
}

wait is "wait for key press" if you can't find it in the graphic user interface


So rather, than forcing the player to read the whole story, you can split the remaining stories into

  1. look at button verb onto object named "tv" object
  2. register button verb onto "registration counter" object
  3. ask raccoon button verb onto "weird sound" object

Rather than letting players click on dropbox links to download file which seems scary and possibly dangerous, you can actually update your quest game directly into textadventure itself

  1. Go to game page
  2. Edit listing
  3. Upload a new file
  4. Remember to update your game's decription on what you had updated

Generally, I am not good at parser puzzle game creation,
but it seems like you finally got the "use" button verb to finally work,
which means you can simply add in various objects with "use" to create puzzles


Perhaps you already knew, you might want to add in player's room as additional requirement into "use" verb

if (game.pov.parent = room5) {
  msg ("you opened the cage")
}
else {
  msg ("doesn't seems to work ")
}

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