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'How to Make A Text Adventure (A Guide for Niche Fetish Writers)' didn't roll off the tongue quite as nicely.

In this short(-ish) guide I aim to cover the basics of setting up a text adventure for some of the less coding-minded writers out there...as one of those writers who only has the barest of ideas of how to code. Nothing I say is gospel, and lord knows there's some HARD bad habits within THETA if you have a look, but I can at least point out some of the more complicated stuff mine and other game creators have made, and how they did so.

This guide also has companion exercises as a more guided method of creating a game. Which I am making by making a new side-venture to go with it! Follow the exercises to see how I go from a basic template to a fully fledged experience with several interactive scenes, interesting mechanics, and plenty of juicy, juicy smut.

This guide will be made public, but I'd very much like it to be proofread first, and all the errors pointed out by my lovely Patrons if you notice something.


This chapter covers the absolute basics of making a text adventure, and getting to grips with Quest's UI. By the end of this, you should be familiar enough with using Quest to make a basic space to interact with. This is mostly making sure you've got a solid foundation, so you don't get confused in later sections when I start talking about some concepts you might have missed.

GDrive Link:
https://drive.google.com/open?id=1y__GALq6KiiXUdQ0OJxX5KlbfE0KnLuK

Game Link:
http://textadventures.co.uk/games/view/q9lcmv2wyew2d-vtfncb1q/how-to-get-and-or-be-breakfast-chapter-1 

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