Title says all.
I'm currently thinking about creating my very own textadventure and since I'm not really talented at creating sprites or anything graphical related NOR gifted in the ways of programming I'd thought I create something very simple where I'm capable of focussing on writing. So far I've played around a little bit with Adrift and TADS but I'm still curious if there's a better way at creating.
Adrift is very nice and easy to use but it lacks some serious possibilities such as variables which are not solely focused on event based scenery - which brought me to TADS where I can determine more than just simple "go there"-variables. This could also make the game more appealing since it provides me with the opportunity to give the character stats which in return makes it easier to let the player decide how his character starts and how his decisions in correlation with his stats can prevent certain outcomes.
The only downside to this is of course the programming part. It's not heavily difficult, yet it takes some time to learn.
I'm just curious whether there may be a program with a decent GUI and the capabilities to create a somewhat more deep Textadventure where the players choices really matter.
I considered Ren'py but since my artistic skills lack (and I neither posess the hardware nor the software required for fitting graphics) I'd go for something Text-driven.
Best regards
Have you tried [url=http://inform7.com/]Inform 7[/url]?
Never heard of it. Looks nice but the tutorials a bit confusing to me. I'll give it a shot, thanks!
Ren'Py also has a novel mode, so [I]technically[/I] it works with text-only things as well.
Inform 7 looks a lot better suited to that though, since the former always keeps most of the VN mechanics (without some programming).
What I don't like about Inform 7 is that it's faux-natural language. You can write just like you're writing a a novel, but only if you write the novel exactly how the interpreter wants you to.
Yeah, I've encountered this problem as well. It's not a bad idea overall but you seriously have to watch that you're writing no "nonsense" in the interpreters idea. Currently I'm working with Quest 5 which has a nice GUI and even a code mode in order to make things to work. It's slightly stupid in a few things (such as behavior when it comes down to using custom verbs and attaching variables onto objects) but I can say that it's still way more easy to use than inform7.
Have you tried [url]http://twinery.org/[/url]? It's been super popular recently with a bunch of game developers. Anna Anthropy has a tutorial for it here: [url]http://www.auntiepixelante.com/twine/[/url]
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