4U is intended to be a procedurally generated text adventure in which the player wakes up somewhere in an evolving world and must try to somehow collect various artifacts in this hostile environment.
Since the whole game is to be generated procedurally (even the basic game mechanics are to depend on an algorithm), every game run is really different. In one there may be battles, in the next the player is only exposed to a permanent loss of life.
Sometimes it could also be that both are used at the same time.
Likewise, the number of artifacts and items and the things that can be done are controlled and generated by script.
Everything, or at least as much as possible, should be generated by the scripts.
This makes the game very, very compact, but also difficult to program. I'll take on this challenge anyway, to see how far I get with procedural generation in this game.
In fact, I want either the player to be able to influence the generation or just enter a seed code to generate the world. But even this can be done by the computer for the player.
As an interface I thought I would first emulate one of the old TextAdventure interfaces, i.e. pure text boxes. But then I thought about adding graphical elements in the PixelArt style of the NES or SNES era for later versions.
How I do that I still have to see.
But what I want to pay attention to is that I build on extensiveness, so that I can always expand and extend the game if it turns out to be fun.
So much for that, in further logs I can show first pictures