split/OT from: Marooned
Moderator: Moderators
Are you creating a new text adventure?
Hi! If you want to create a new text adventure and have cc65, you can try out my AdvSkelVic65 program. It is the base code around which you can build your own text adventure. You can find it at https://sourceforge.net/projects/cc65extra/files/game/. It is heavily optimized, and the Vic20 version's main executable as it stands is worth 2.33k. Try it out!
BTW, does anybody here have a good Vic20 text adventure to recommend?
BTW, does anybody here have a good Vic20 text adventure to recommend?
Re: Are you creating a new text adventure?
BTW, if you are and want to produce more optimal code, try the printtok() function. You can find the definition at https://sourceforge.net/projects/cc65extra/files/ui/. Try it out!
-
- Vic 20 Devotee
- Posts: 231
- Joined: Tue Sep 04, 2018 2:40 am
- Website: http://davbucci.chez-alice.fr
- Location: Grenoble - France
Re: Are you creating a new text adventure?
Hello,
glad to see that the panorama of text adventures on the VIC is growing!
I wrote a few of them and the VIC+32k was one of my target platforms:
https://darwinne.itch.io/two-days-to-the-race
https://darwinne.itch.io/the-queens-footsteps
https://darwinne.itch.io/silk-dust
glad to see that the panorama of text adventures on the VIC is growing!
I wrote a few of them and the VIC+32k was one of my target platforms:
https://darwinne.itch.io/two-days-to-the-race
https://darwinne.itch.io/the-queens-footsteps
https://darwinne.itch.io/silk-dust
Re: Are you creating a new text adventure?
I downloaded them. I plan to try them out later. Thanks!
Re: Are you creating a new text adventure?
I liked them. I like text adventures but don't get far in them.
BTW, I just updated the program. Main edit: heavy optimizations. Try it out!
BTW, can somebody test out my tokenization technique and tell me how well it works?
BTW, I just updated the program. Main edit: heavy optimizations. Try it out!
BTW, can somebody test out my tokenization technique and tell me how well it works?
- chysn
- Vic 20 Scientist
- Posts: 1204
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: Are you creating a new text adventure?
I am, in fact, creating a new text adventure. It's been pretty time-consuming. I realized this was because I was trying to use a top-down approach, where I tried to build an engine around the game. That's not how I work, though, and I should have realized this.
So I sort of scrapped everything and started over. Now I've got an engine on which I can build several interactive fiction games. The engine's data format is surprisingly expressive for its size (sub-1K), and I think I'm going to have a lot of fun with it.
In the coming weeks, I'll post a proof-of-concept mini-adventure for unexpanded VIC. This will have 6-8 rooms, and will demonstrate various capabilities of the engine, with a win condition and a little side-quest or two.
For reference, the engine has roughly the capabilities as the Scott Adams system, with some cool extras.
So I sort of scrapped everything and started over. Now I've got an engine on which I can build several interactive fiction games. The engine's data format is surprisingly expressive for its size (sub-1K), and I think I'm going to have a lot of fun with it.
In the coming weeks, I'll post a proof-of-concept mini-adventure for unexpanded VIC. This will have 6-8 rooms, and will demonstrate various capabilities of the engine, with a win condition and a little side-quest or two.
For reference, the engine has roughly the capabilities as the Scott Adams system, with some cool extras.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
Re: Are you creating a new text adventure?
Just curious: what language are you using to build your text adventure?
- chysn
- Vic 20 Scientist
- Posts: 1204
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
split/OT from: Marooned
Hi! chysn: I ask you to compare your text adventure engine to mine and tell me and everyone here which is better and why. I am an egotist and want to hear good things about my products but will accept negative feedback. My engines are available at https://sourceforge.net/projects/cc65extra/files/game/.
- huffelduff
- Vic 20 Hobbyist
- Posts: 128
- Joined: Sat Sep 05, 2020 9:14 am
Re: split/OT from: Marooned
Hi there HarryP2,
There is something that I would like to ask you: Could you provide a small adventure game with your framework?
That would allow me to learn your framework through example.
If you're looking for something easy to implement, how about the small adventure 'Tower of mystery' from the book: Compute's guide to adventure games P161. The PDF scan is available online for download. Just a thought
Greetings
H
- chysn
- Vic 20 Scientist
- Posts: 1204
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: split/OT from: Marooned
I'm not really sure what to look at. There's a million files there. Echoing what huffelduff said, I'd need a PRG file with something playable to say anything about it. Otherwise, I'd just say that mine is better because there's a playable gameHarryP2 wrote: ↑Wed Sep 07, 2022 9:03 am Hi! chysn: I ask you to compare your text adventure engine to mine and tell me and everyone here which is better and why. I am an egotist and want to hear good things about my products but will accept negative feedback. My engines are available at https://sourceforge.net/projects/cc65extra/files/game/.
But seriously, I'm probably not going to get into comparisons. Judging by the sheer number of files, it seems apparent that yours probably does more stuff. The VIC-20, with its tiny screen and tiny memory, has trained me to boil games down to their essence, and VICfiction is another example of that*. What you get here is a 1980s-style interface, but with an elegant data format that lets me express just about any puzzle I can think of without adding more code.
What I do need to do is build some kind of authoring tool. For one thing, I'm getting sick and tired of counting to 21 columns while trying to write prose. I'll probably build a tool to turn JSON-formatted data into XA data, automatically handling numeric IDs and word wrapping.
* For example, it's a safe bet that your system allows you to carry more than two things at once. I figure... how many hands does a person have, anyway? So carrying at most two items is a hard limitation of my engine. It makes the inventory-handling code really small.
- Mike
- Herr VC
- Posts: 4941
- Joined: Wed Dec 01, 2004 1:57 pm
- Location: Munich, Germany
- Occupation: electrical engineer
Re: split/OT from: Marooned
Once again, provoking moderator action most probably is not something you want.HarryP2 wrote:[...] I am an egotist and want to hear good things [...]
- chysn
- Vic 20 Scientist
- Posts: 1204
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: split/OT from: Marooned
Even if you've got something playable for another platform, like C64, I'd be very interested to see it in action. Always happy to fire up VICE.HarryP2 wrote: ↑Wed Sep 07, 2022 9:03 am My engines are available at https://sourceforge.net/projects/cc65extra/files/game/.
I never new this book existed, but I'm checking it out. I may implement the same adventure, as it might help me cover some bases.huffelduff wrote: ↑Wed Sep 07, 2022 9:39 am If you're looking for something easy to implement, how about the small adventure 'Tower of mystery' from the book: Compute's guide to adventure games P161. The PDF scan is available online for download. Just a thought