I don't know about any of you guys but now i'm furloughed i might finally have chance to finish my first game. Is anyone else out there using this unfortunate situation to create a little game? What are you working on, anything fun? :)
I know the feeling - my little project was just supposed to be a test to try and get to grips with quest. It's sort of grown over the years as i picked it up and put it back down again. Few hours here and there.
When this all started, I headed into a couple of intensive weeks enhancing a game that had already been released (Woo Rebooted: http://textadventures.co.uk/games/view/dsi4artkceuko4rslaxzlq/woo-rebooted). It was a great distraction, and the results have gone down well, but it looks like I'm going to need quite a few more projects before this is over...
Haven't been working on any games since winter, but this spring I made not one but two authoring systems, and both are successful for a change: a lightweight CYOA editor compatible with Twine 2, and a revival of my old CYOA template for HTML5, a single web page you simply edit and put your own content in to make a new game.
The brief would be allowing the side panes to be arbitrarily rearranged; having the panes on either side; putting the panes on one side, but overflowing to the other when they reach screen height; or putting some panes on each side. Allowing the player to drag panes up and down to change their order; allowing the player to drag to resize panes; allow the player to 'pop out' panes and have them as floating windows, or docked in the map/panel area at the top of the display (with JS functions so that a game author can easily choose which things the player is allowed to change).
But because I was building it as a structured framework, that would make it easier to implement other systems. Like allowing the placesobjects and/or inventory panes to be displayed as 'classic' (list), 'description' (when the room description reaches the top of the page, it stops scrolling and sticks there, and the "You can see" line changes as objects are added/removed), 'icon grid' (that has its own post), and 'indented' (with or without expand/collapse buttons). But then I think… there's a second, independent set of options there. You could have the pane-style "verb buttons", or give them a popup menu like object links in the game text. Or you could have a select style (so you click a command in the commands pane and then an object to use it on), or "Monkey Island" style, where selecting objects in the sidebar just types them in the command bar (so you can click "put in" in the command pane, "stapler" in the inventory, and "drawer" in the placesobjects, and it types "put stapler in drawer" in the command bar, ready for you to submit it by pressing enter or doubleclicking the last item; or you could select/deselect items to change the command before sending it.
And then you've got the option to 'pop out' containers (creating a new objects tab for an open container; so you could have "Inventory", "Objects", and "Backpack" separate tabs; possibly showing a wait pointer and sending "put X in Y" commands when an object is moved.
(Hmm… if I can get multi-object displayverbs working (having "put __ in [container]" or "use [inventory] on __" on the displayverbs list) then it would be reasonable to have a verb menu pop up if the player drags one object onto another. That would make the UI a little more intuitive)
I'm not sure how long this will take. It's all easy code, but writing it all (while not breaking mobile) would be quite tedious. So I've been putting it off for ages.
But… that's what I'm working on Quest-wise right now.
As far as other projects… I'm trying to get my author rank back up both by making a different book free on Kindle every week (currently A Dozen Comedies, but I think I'm going to start Inside The Box tomorrow); and also announcing that if anyone reads my books on Kindle Unlimited this month, the proceeds will go to Cavell Nurses' Trust, so people signing up for a free trial can read my books for nothing, and give money (½¢) to charity for every page they read.
And I'm spending a lot of time making a series of videos, How NOT to Write a Novel, charting my progress with Camp NaNoWriMo. Each video is usually 10-15 minutes, but editing them frequently takes a couple of hours; I never realised how intensive a task it would be. And in case people haven't seen enough of my face, I'm also doing a half hour every day on Twitch, streaming my efforts to play old games (currently on Magicland Dizzy).
And… stuck at mum's house, as I was visiting when they announced this lockdown and I think you're not supposed to use trains unless it's essential. So going for lots of long walks too :) I've set myself a challenge to see as much as possible of the area around here, without ever repeating a walk or crossing one of my previous paths. It's proving quite a challenge; I've put up some videos on relive.cc, and I'm challenging my dad to guess what my rules for determining the route were. It's great having so many places to walk where you don't see a single person.
So… I'm up to an awful lot of stuff.
Mrangel, started watching your videos on "How not to write a novel". It is nice to put a person to the name here on the forum. Snagged your book on Amazon, "A Dozen Travellers" and looking forward to reading. Are you marketing your YouTube channel and books? You could contact online book reading clubs and offer them a link or even a free copy for their members. The greatest novels will sit unread until some kind of marketing is done. There are a lot of reading websites online and you can join a hundred of them and they will let you plug your books. A great way to get feedback from actual readers of books. Don't be shy about it. You can't sell vacuums if no one knows you sell them. 😁
Best of luck
mrangel: like Forgewright, I'm very pleased that the videos revealed who was behind the mask! And this also give me a chance to say how grateful I've been for your expert help over the last couple of years. It seems amazing that you have such knowledge without apparently developing any games? ...apart from a fragment in 2018?
Also, like Forgewright, I'd encourage you to put everything into promoting your books now that you have a relatively large body of work. A month spent on another book won't make nearly as much difference to your profile as a month on blatant self-promotion. It's a perfectly respectable activity.
Oho, good luck on that rearranging panes project, Angel. That sort of user-end customization is always sweet!
Even before the pandemic hit, I've been creating a framework for future projects for a series of games I have planned. I had a nasty habit, back in the day, of starting new projects and having to awkwardly clone things over from old ones before I could really get going, at which point more often than not I'd lose steam on the original idea!
So, the framework is simply a baseline foundation I can clone to create a new RPG from whenever I want, once it's done. Containing my 'glow/flow' combat system with status effects, special attacks based on equipment, weapon modification, crafting, weather system, economy system, hunger system, condensed side-map, hacking game, lockpicking game, status pane, etc, etc, etc.
I've been working on a private game (yes, sexual themes) for a large body of supporters. Once the next version is out, I'm going back to "StoreyMinus", my modern dungeon crawl.
After it's release a while ago, I hadn't played for a bit. The time away was good because when I played again, I realized the combat system was draggy. I know a couple of small changes I could make that would really improve things. Also, I'm interested in adding sound effects and music, so that's in the works.
I'm working on a game called "The Garden". I've been having lots of fun using the Quest editor. I've got no real coding experience.
It started as a project with my 6 year old daughter, after playing Zork with her. We decided to make a game. I would do over ground and she would do underground. It was a bit of fun, and mainly about designing the maps and improving her story telling. The problem is I've spent so long designing and working on my bit now that I actually want to turn it into a proper game that I can publish, with my own ending. I had planned to duplicate the game and make one version with my full game, and one version with hers added on. I've only just found out that there is no way to duplicate a game, or even copy the full code over to a new game, when using the online tool. I don't have a Windows Machine, so I can't use the Windows version. I don't know what to do. #badparent
Something called Chromarush (styled as CHROMARUSH) which is about a city based off of code.
I just finished a game for an independent reading project (went very overboard with it).
Here's the link if anybody wants to play it. It's based on Truman Capote's nonfiction novel In Cold Blood.
Hey guys. Just checking it. Didn't realize it's been.... years, since the last time.
Good to see some of you 'oldtimers' is still around!
To stay on topic, I'm still working on my platformer game. Due to all the corona craziness I haven't coded much in 2020, then again, there's no hurry.
Currently working on my first full length adventure (and the first to be released publicly), called The Shack (working title). Full old-school text adventure (not a gamebook) that sees you waking up cold, naked and alone in a dilapidated shack.
Got some cool atmosphere going with animated gifs for the locations, and sound effects running throughout from scene to scene, such as wind / birds singing when exploring woodland, etc. Really pleased with how well it's coming along.
You know, "The Shack" is also a famous religious book/movie. Just sayin'.
I recently discovered Quest, completed the tutorial, and am programming my first game. I'm excited because this is a good marriage of my skill sets, i.e., story telling (I'm a published novelist) and programming (my day job is website design). My game is a simple "escape the tomb" scenario where you're chased by a mummy.
Cheers to everyone, and best wishes on your works in progress!
Just finished making a one-hour escape-room game. It's waiting for categorization but if you want to see it now, it's at:
Spinoff side-game in Twine! Dungeon crawler with arrow-key navigable tile-based maps.
I'm working on a Quest game called LarkBound. It's sort of a mix between Yume Nikki and EarthBound, among other things. It's sort of a half-joke half-serious game. It's early access to whoever happens to browse the forums and come across my posts. Try it out if you want.
I have been working on an adult (heavy ultra smut content) game book, and I am glad I finnally ended the first act and moved into act II. I have no idea how long it will take, but the journey has been interesting.
A bunch of projects. But right now I'm spending most of my time trying to get a story finished for Wattpad, because there's enough people interested to give me $75/month on Patreon, so I guess I must have landed on a good niche.
Code wise, I'm occasionally popping up to help people with things on the forum, and if I see an interesting problem I might build a more in-depth solution for it, because sometimes I'm in the mood to write code and can't focus on actual writing. Right now, I'm thinking about a cat NPC for someone who asked a couple of days ago. Sure, I write a turnscript that I think will do everything they asked for. But how can you call it a cat if it doesn't climb into boxes when you're not expecting it? I'll do that sooner or later.
Also still kind of working on a gamebook, Birthday Games. I started this years ago, with a Perl script that compiles it into a Kindle book. I never finished either the script or the text, but I think it's just a matter of plugging away at it. I've also started hacking together a script to convert it to a Quest gamebook (not using either of the core libraries, writing from scratch) for simpler online play. (The Kindle version doesn't have variables, so every page needs alternate versions for each possible value of the variables, and then a script to prune back the ones that are never actually needed. It doesn't help that I'm toying with the idea of a "default choice". I'm making a little bar across the page that says "Stop reading! Choose an option above!" or something like that, and using that ruler at the bottom of each section. But some sections don't have it, in which case you can choose the 'default option' by just turning to the next page. This might be one of the listed options, or it might be something else. Like where the options are "shoot the monster", "run away", or "climb a tree", the default might be "stand there frozen in panic")
Lots of projects, as always. And the document of all the ideas I've had that I've not even started on has increased to 158 pages in Google Docs now. Just rough outlines of stories that I might get around to writing when I've got less on my plate…
Been studying Japanese for a while. I try to get at least an hour or two, if not more a night. There is a free game on Steam and an app on your phone called Earthlingo that helps you to study a language in a large open world. Tests and rewards you for correct answers and you can buy things. The dev will be making it so there are actual conversations and online and VR play as well eventually.
Bought a whole bunch of different paint supplies to try, along with several books on the subject and calligraphy (goes hand in hand with Japanese). Been playing Postal 2 recently. Right now they have updated it with a Halloween theme. ^^! Also playing Shadowrun Returns, Shadow Warrior Classic and a point and click adventure called The Crimson Diamond Chapter 1 which is free on Steam. The latter is what got me interested in going back to Quest to make my own game again. Currently I am split between a few games. It's been so long I need to redo the tutorial... ^^!
I had to Google that one. How interesting!
Juhyo's cards are all snow monsters who are also other creatures. Its suits have names like Gothic and Trickster, and the cards in them include Witch, Devil, and Mothman.
If you're interested, I'll post more info here when the game is avaliable!
I'm mostly reading different articles like this https://www.digitaltrends.com/gaming/how-to-make-a-video-game/ to know more about game developing
I'm mostly reading different articles like this https://www.digitaltrends.com/gaming/how-to-make-a-video-game to know more about game developing
Thanks, I've bookmarked that for later reading. It's on my longterm to-do list to learn an engine like Godot.
Our assignment writers in UK specialize in writing different types of assignments. To say writing an impeccable academic paper is challenging and tiresome is putting it mildly. Fortunately, advancement in modern technology has contributed hugely in making it much less we have mentioned some outstanding handy tools that would help students deliver exemplary papers, and secure straight A’s in the semester. Hire a ghost writer from us and get the best quality content.
Fishvale Remake, i probably have 100+ rooms, 0 story and little to nothing to do.
But who cares, as long as I have fun.
Although I am planning a new way to develop games, create all rooms first then publish,
and slowly update the game with new things to do each month.
My previous fishvale was like 10% chance of fishing specific fishes after few seconds,
but my fishvale remake is like 50% chance fishing any fishes without waiting, this remake makes the game
more fun and much less grinding but the impact is the feeling of very little content.
@daeun That is kind of how I am going to do mine, although it is more to get the demo out and the basics and gauge how the community prefers to play it and then build on from there.
Working on a space game, "Solar Trader 2". It will be a trading system set up in our solar system in 2075. You will actually fly your ship, having to manage many aspects and balance your resources. I'm hoping to have the flight model up shortly.
I'm working on my new Steven Universe game. It's uncategorized at the moment.
Hey fellow Text Aventurerer Makererers :'D
I've put up a "Journey Amongst the Stars" and will happily take feedbacks for it! I'm going to attempt to actually update it to make it actually a game with some kind of purpose but for now... I'm really impressed with the Quest engine :D
I'm stumbling my way (as evidenced by my many forum posts) through my first real game. I'm basically making it for my wife, but hopefully it's good enough that someone else will enjoy it. I made a little Twine game a couple years ago that she really liked, so I thought it might be good to do something creative, especially since my main job(broadcast camera) is basically non existent right now.
Hi there! I'm a first-year computer science student with a couple of years of programming experience. I'm really into fashion (and obviously rhyming), and I know that working on a project while doing something you enjoy is the best way to go. So, since I am interested in fashion and clothes (lingerie manufacturers), I was hoping to make a project about it. But I'm not sure where to start. Any suggestions for how to come up with ideas for a fashion/clothing-related project?
I'm aware that some options include computer vision or machine learning, but I have no idea how feasible it will be for a freshman (i.e., whether a framework is needed before I can begin learning it), or whether there are even any resources available.
Jeffery21 - you need to have a passion and an approach. After this, everything follows.
For example, is this simulation supposed to from the POV of the model? Or the designer? Figure out what sort of a path that person would need to take to get from their start to where their successful conclusion is. What sort of pitfalls do they face? What mistakes might they make? Can they recover from those mistakes?
I find Excel as an excellent method of crafting out plots. "Steps" along the way go down the sheet, and multiple choices are spread to the right. That way, each choice can have it's own path with its own choices. To make it easier, I use the comment function to save the name of each section (I write in Squiffy) in the appropriate box. This way, you can chart out your "game" with all the steps, mistakes and pitfalls you wish to model.