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Feature Request Sticky

A topic by Pisces Studios created Apr 11, 2025 Views: 173 Replies: 12
Viewing posts 1 to 6
Developer(+1)

Want a feature added to the game engine? Suggest it here!

(+1)

Hi! Thank you for putting in the work for a free IF tool <3 I don't know how possible it is, but a Linux version would be awesome!

Developer(+2)

Thanks for your request! I 100% agree!
TexTperience currently uses Windows Forms as its GUI. Until that changes, it can only run on windows. I've been looking into other .Net GUIs that are cross platform. A change like this would be in a version 2.0. In the mean time, I'll be working on getting the runner executable and engine assembly compiled for other platforms so the tool can export to Linux soon.

(+1)

Thanks for the reply, really appreciate it! I tried running it through Bottles  on Ubuntu with no luck, so I'm gonna patiently wait for Linux update. Good luck w this project :>

(8 edits) (+2)

I adore this engine. The way the UI is designed is great, the way things are structured just feels really great to use. I'm a big fan, even as a beginner. I have a few requests, however. I'm not sure how possible some of these are.

  • Sounds/Music? Having ambience or sound effects would be very fun.
  • NPCs as distinct entities. You can have characters appear in descriptions or printed text, but nothing you can interact with or keep track of as a solid object. If possible, NPCs could have a series of responses, or can give/receive items or something.
  • Aliases. The ability to have an alternate name for a command, room, or object.
  • More specific requirements for commands. For example, being able to choose two objects and combine them into a different object. Or making it a requirement for the item to exist if using a pickup command. Commands that can only be used on specific objects.
  • The ability to use special text in descriptions. For example, making a pickup command that displays "CURRENT_ITEM was added to inventory." and have CURRENT_ITEM be replaced with what the item would be. Stuff that would allow for some more dynamic descriptions or effects.
  • The ability for the player, NPCS, or objects to have variables? In particular, to allow a player NPC, or object to have attributes/stats, to keep track of the number of interactions, to keep track of money or score, stuff like that.
  • The option to have the list of commands instead display a single command (such as 'Help') that can be used to see the full list without cluttering the main screen.
  • More options for customizing the UI of the exported game.
  • Buttons maybe? Quest or Twine, for example, have hyperlinks where the player can click and automatically move to the room or like, click the text of an object and see some of the possible commands. Probably difficult to add, but it would be neat.
  • Exporting to .exe is one of the reasons why I really love this engine, but I'm curious if its possible to have the engine export a version I can run embedded in an HTML5 game so that I can have more control over the UI and whatnot. I know this is probably a longshot.

I'm excited to see how this engine develops in the future. It's honestly one of my favorite tools I've used-- I just wish I could use sounds!

Developer(+2)

Thank you for your gratitude. All of these requests are completely possible thanks to the .NET framework the engine is built upon, but will take time to implement as I'm building this solo.  I'm currently working on variables and I'll try to publish a roadmap of new feature rollouts soon. Thanks again for your support! 

(+1)

Very excited!! I love this engine, and I can't wait to see the roadmap and follow its journey. I'll have to donate more in the future.

(+2)

Silent triggers? I noticed there's no way to use a trigger without having a message announcing something happened.

Developer(+2)

Good idea. Will add this in the future!

(+1)

Sorry if this is too much, but the ability to change the color settings as an action, so that you can change the name colors based on the area the player is in would be cool. Also a way to exclude items/objects from being affected by a Command, so that you could make it so that a player couldn't drop certain objects or pickup objects unless they've done something else, stuff like that

Developer(+2)

I have a way to implement them in my head, but it will take some time. Thank you for all your great ideas!

(+1)

Not exactly a feature request, but I've started using Storage objects as NPCs. They have their own distinct color when they're in a room, and they can hold items which is neat. Usually what I do is have a trigger on entering the storage that removes the basic storage commands and instead add commands like 'Speak' or 'Trade' so it feels more like an interaction. It's a good system for anyone who is thinking of adding NPCs using this engine!

Plus, maybe this could help with the development of NPCs somehow? I'll probably have to replace and remake them when the actual NPC objects eventually come out, but for now I find using storage objects works well. Maybe when NPCs are first added they could just be a clone of the Storage object and then improved on later? I dunno, spitballing here. 

Developer(+1)

Thanks for sharing! I'll definitely consider this and add dialogue trees after variables and placeholder/special text are in.