Spirit of Christmas game - now available online!

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DDRM

Spirit of Christmas game - now available online!

Post by DDRM »

If anyone fancies (re)visiting the text adventure I wrote for the Syntaxbomb competition a couple of years ago, Richard has now made it available on the web!

https://wasm.bbcbasic.co.uk/bbcsdl.html ... istmas.bbc

There have been a few upgrades - most notably you can now "save" and "load" your position, and that will persist between sessions. I can complete it in 6 minutes, but you won't be able to until you know what to do. Tip: "look at" and "read" pretty much everything, and talk to people/ghosts! There are lots of hints built in. There are very few irrelevant objects (one or two of the books don't contribute much apart from, maybe, humour), and the only location you won't need to at least pass through are the lane going west, and (maybe) the garden to the east of the house (though it's a good route).

There are lots of synonyms for most objects, so you don't have to type long words (it will accept encyclopaedia, encyclopedia, Britannica, eb, books, or volumes for the Britannica, for example), and common commands have short versions (listed in the help).

I'd be interested to hear if anyone completes it!

Merry Christmas, all!

D
mikeg
Posts: 101
Joined: Sat 23 Jun 2018, 19:52

Re: Spirit of Christmas game - now available online!

Post by mikeg »

It has been maybe 1982 or later since I have played a game like this. Probably the one that best took advantage of the keyboard was Dungeons Of Daggorath (1982). It was perhaps the only keyboard text command style game that could actually get the heart going because of the intensity.(it even had a heart beating on the screen showing how serious the situation was)
I have been thinking of making a game like this and built the maze tools for it, just haven't done it yet. Nice work DDRM.
Focus is on code subject. Feel free to judge the quality of my work.
DDRM

Re: Spirit of Christmas game - now available online!

Post by DDRM »

Hi Mike (and anyone else who fancies it!),

I remind you that the code for SoC is still available on David Williams' site:

http://www.proggies.uk/progs/zip/soc.zip

You might find it useful to use that as the basis for your game: mine is set up to use separate text files for locations, objects and people, so it's quite easy to change the nature of the game. Things like navigation, control of your inventory etc, are all handled automatically. Of course actual interactions and their consequences need to be handled differently for each game: you'll find a big CASE statement doing that, in the main game loop. You'd need to amend that to suit your own game.

The text files allow comments (starting with #), and there are comments indicating the file format, but I'd be happy to spell it out for anyone that is interested.

Best wishes,

D