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Nate Taylor

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A member registered 1 year ago · View creator page →

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It's completable, but could use some fixes (such as occasionally getting stuck on a ladder, which is why I added a restart level option). See Bugs List

Writing it was a learning process that I'm glad some players have enjoyed and given suggestions on. I'll happily take any help to make it better. I've made the source code available for any who might be interested.

I was hoping the chamber pot description would raise a smile. I can't claim any great skill in poetry, but I found it fun to try to create a game in rhyme.

Thanks for the encouragement. There was definitely much more to the story to explore.

I've been playing with game ideas based around treasure seeking (which sometimes involved scrying) in the North-Eastern America states, and have been working on a book based around pirate islands in the late 17th/early 18th century, so this is especially interesting to me.

Your game creator got me thinking that in most games -

Some characters / creatures (sprites) are helpful or harmful and this is the same with locations (tiles).

The ability to hold objects enables quests, specialized encounters, and reward the player - objects can be a quest item, a weapon, a power-up, or a mcguffin (a hidden object that indicates a condition test)

If tiles, objects and NPCs can change based on objects, stats or encounters you have a story.

So, I tried to boil this down to the smallest amount of data and tests to be able to implement such a game without getting the creator to do any programming.

Player data -

  • stat1-3
  • objects1-3 held

Tile data (none or ...) -

  • impacts stat# by #
  • if player has x Tile changes to y

Object data -

  • Impacts stat# by #
  • Carryable? Invisible?

Sprite data -

  • Impacts stat# by #
  • Gives x object to player
  • Receives y object from player
  • If player has x changes to z
Alternatively if all of this is extensible with a simple sets of conditions that would work too.

A trigger system would work well, and changing tiles or moving sprites would make it all the more dynamic.

Any model in which values are affected by actions can be used to add more game elements.

Keeping it relatively simple will keep it accessible.

If the avatar had some stats - life & treasure (or user-creatable) for example ...

& tiles or sprites could add to or reduce these stats ...

& objects could be added (either as power ups or to be used on certain sprites or tiles) ..

then it would be a full game engine.

I'd love to see some dialog options too, but thats more a nicety for me than whats needed.

I think you are on to something. It seems so obvious now you've mentioned it, but rhyming choices is an inspired idea I'll definitely use if I expand this game (or in another project).

Learning from others learning is a great way to keep learning to do better. I find it encouraging that others have started down similar roads with their projects. Sometimes the best thing to do is to go back to the start and ask if we are going the right way and if we should take a different journey entirely.

In my case I have sometimes started our overambitious and under-prepared, but each journey was a lesson I can learn from and I hope to learn from everyone else here too.

I will revel in my early stage rottenness as it is part of the path to later stage goodness.

Created a new topic Possibly Helpful

I noticed that several of the entries were produced in Twine. Although I can't claim the games I uploaded do anything special worth learning from I have collected and - in some cases - created Twine tips and tricks that may be of use.

There are also some general Twine, CYOA and JavaScript game design resources I put together.

I'd love to hear about other helpful resources anyone would like to share.