Why would you force the player to move "towards" the TV though? What purpose would it serve? Why not just "turn it on" as it were from where they are standing, since in essence they are standing virtually any where with in the room itself.
HegemonKhan wrote:instead of you (or your spaceship) moving... you instead pull your destination towards you, and stretch your location towards your destination. this can be done through physics, but we don't have the ability to do so, as we need a new revolutionary tech or science discovery, to reduce the amount of energy needed to create the gravity fields to warp (alter: expand and contract) space (and E-M shields to protect your from the gravity fields, lol).
HegemonKhan wrote:
7th Saga (SNES)
textstories wrote:I need help with the writing for my game. I am trying to make the details in it as complete as possible, but with out over whelming the player. I want those who already know the type of game to enjoy it, while others who are not familiar with it to as well and it is the latter I am trying to cater to.
For instance, in my head I want the player to draw upon the items in their room so I try to describe it by the cardinal directions of where is what. However, looking at it from a new person perspective, seeing all these Ns, SEs, NWs, Es, etc., might be too over whelming and I have not played enough TAs (Not T&A... ) to really know the proper or less migraine inducing way to go about it. I am more into “On your right is a dresser and directly in front of you is your bed...”, but then in reality that depends on which way you came into the room or how you started your game.
To me the cardinal directions make it very explicit where everything is and yet, is it truly necessary for the player? Is just telling the player what is in the room enough and let them place all the objects where they want in their head for the most part? Obviously the most basic things are needed, but do I need to purposely state which corner or which wall this and that is? Also I do not like hyperlinks as much, so I may not have things obvious to the player. In the Info/About/Help file I will explain as much as I can on how a TA works and mine specifically, but I still do not want something to be missed, nor do I want hyper links or even things not needed to be seen on the right hand side of the screen. I like the Novella (SP?) game engine, but I do in fact want some stuff still on the right. Possibly just the compass buttons or Inv for easy access.
But now I am getting off topic, below in an example of what I am talking about. How does it fair with you as a veteran TAer, but also taking the time to put yourself in the shoes of a new player?
[This is your bedroom. It is very familiar to you since it has been your room since you were a baby. There is a bed in the SE corner, with a night stand directly next to it. On the W wall there is a dresser and on the E a window. A standing mirror occupies the SW corner and in the NW there is a rather large wardrobe. There is also the balcony to the S and your door leading to the hallway to the N.]
[Your bed is a queen canopy bed that is rather large for you, but some day you feel you will grow into. It has pink silk sheets with pink pillows and soft purple blankets.]
[Pink silk sheets. Some times you like to run and jump into bed, sliding along the soft smooth sheets as you do so.]
[Purple blankets. You can get cold rather easily and these heavy woven blankets always seem to keep you warm, even on the coldest nights.]
Above has the parent room, with the bed being a parent of the blanket and the sheets. Is describing the sheets and blanket on the parent bed, as in color too much, since when they examine the sheets and blanket themselves, more descriptions will be shown? At the same time though, initially scanning over an object would reveal the color of the sheets and blankets anyway. (Although the same could be said with the room description as you look around...)
How do you think I should proceed? This is only one instance of many that I have done so far. I am going through and proof reading what I already have... You know having an in-game spell/grammar checker/thesaurus would be of great help... and I do not want to get all the way through and then think... you know what... to help everyone I should really change everything. Although the descriptions would primarily stay the same, just where they are located in said room is the issue or the extra descriptions on top of the norm.
Thank you.
Thanks Khan and Jay. I laughed at the feng-shui remark by the way and everything you said does make sence. However now I have another question... how would you make the player move in the same exact room, but closer to the TV? I can not grasp that concept. One room, the player is already standing in it, unless it is a rather large room like a dinning/livingroom kind of set up. Why would you force the player to move "towards" the TV though? What purpose would it serve? Why not just "turn it on" as it were from where they are standing, since in essence they are standing virtually any where with in the room itself.
I ask this because a second game I had started making, due to my original was still on the back burner at the time, has a character in an outdoor environment, that is virtually limitless. Now I can have them type north and simply "be" in front of the destination. But I wanted to project how really far this place was but with out going overboard with it, so I was forcing the player to go N a few times and while writing the story or their environment make it seem like they are half way there and will have them go further north a ways and have them arrive, but make it seem (Or I hope anyway.) like they traveled a great expance.
Cyllya wrote:Hmm, you can give an alias to your exits in Quest, but I noticed that makes the direction buttons stop working. That's a bummer because I like the direction buttons. Plus, I'm not sure how hard it would be to consistently make easy-to-type movement commands across the game. No one wants to have to type "go toward starboard" every time. Even if the buttons did remain available, I think some people like to use the keyboard.
jaynabonne wrote:Some thoughts:
From what I've read and experienced, we have a love/hate relationship with the cardinal directions in text adventures.
OurJud wrote:Another thing I do differently (although this is more about mechanics than descriptions) is remove the rule which forces a player to 'take' an object before they can do anything with it. For instance, it's always seemed really stupid and petty (not to mention frustrating) to get the response "You're not holding that" after typing "eat pizza" in a room that describes one being there.
The Pixie wrote:This might be of interest:
http://docs.textadventures.co.uk/quest/ ... board.html
Cyllya wrote:"OurJud"
Another thing I do differently (although this is more about mechanics than descriptions) is remove the rule which forces a player to 'take' an object before they can do anything with it. For instance, it's always seemed really stupid and petty (not to mention frustrating) to get the response "You're not holding that" after typing "eat pizza" in a room that describes one being there.
Oh, yeah, I notice some text adventures avoid that problem, but I couldn't figure out how to do it with Quest?
if (ListContains(ScopeVisible(), sandwich)) {
msg ("You are in a kitchen. There is a table here, on top of which sits a fresh sandwich.")
}
if (not ListContains(ScopeVisible(), sandwich)) {
msg ("You are in a kitchen. There is a table here.")
}
firsttime {
msg ("Yum yum!")
SetObjectFlagOn (player, "eaten")
MakeObjectInvisible (sandwich)
}
otherwise {
if (GetBoolean(player, "eaten")) {
msg ("You already ate it.")
}
}