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Project Description

Project Description

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Published by mameworld

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Published by: mameworld on Nov 25, 2009
Copyright:Attribution Non-commercial


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I am creating a text-based adventure game in the style of“Colossal Cave Adventure”, the first adventure game. In thisgame, the player will provide text input to select from a listof options that will be printed on the screen.The game will load text files and graphics from externaldirectories. The user’s input will determine which files open.This provides the user with a sense of interactivity andexploration. Randomized scene selection will enhance the gameplay and give users a sense that they are exploring a vast anddynamic world.“Colossal Cave Adventure (also known as ADVENT, Colossal Cave,or Adventure) was the first computer adventure game. It wasoriginally designed by Will Crowther, a programmer and cavingenthusiast who based the layout on part of the Mammoth Cavesystem in Kentucky. The Colossal Cave subnetwork has manyentrances, one of which is known as Bedquilt. Crowtherreproduced portions of the real cave so faithfully that caverswho have played the game can easily navigate through familiarsections in the Bedquilt region on their first visit.”-WIKIPEDIA
Screenshots from “The Very Big Cave Adventure”(An early knock-off of Colossal Cave Adventure)
Text, sounds, and graphics will be created in the style ofearly games on the Commodore 64. It is a retro-themed gamethat will feature a variety of characters and landscapes.
The game will display text and graphics on the screen that areloaded from external files. The user’s input will be set as avariable that will tell the .swf which assets to load next.The narrative of the story may change based upon the itemsthat the user has in their possession. Some of the scenes willbe loaded at random based on a variety of possible options.
Conceptual rendition of apossible scene from the game.
The story is going to essentially be a parody of early text-based games. The plot will revolve around a character thathas amnesia who is trying to survive and collect treasure ina very generic fantasy world. Elves, trolls, skeletons, bats,and all of the usual RPG characters will appear. The low-resgraphics and generic plot are a sort of tribute to that era ofgame history. The goal is to create the “perfect” text basedadventure, based on all of the standard conventions. Example:You awake in a field. You have a splitting headache and cannotremember how you got there. Actually, you cannot even rememberyour own name. You see a mountain to the west, a hollow treeto the east, an house to the south, and a burning bush to thenorth.Which way do you want to go?1. North2. South3. East4. West
There will be battles from time to time throughout the game.They will feature a small amount of animation.Example:You have encountered an angry skeleton. It is carrying aknife. What do you want to do?1. Run2. Punch3. Talk4. StealThe player does not have a health meter, but the outcome ofthe battle is determined by a random selection from an arrayof possible outcomes. The more sensible the response, the lesslikely the battle will end in your death. When a player dies,the game is over.The game will have some scenes that send the character to arandom spot elsewhere within the game. This will create theimpression that the “world” is actually different each timeyou play.

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