Text Adventure Games

A text adventure site (known as "Interactive Fiction" in modern day) for non-adventure experts like me. This blog shows my current ongoing/completed projects for text adventures. All comments, suggestions and contributions are welcome.

Thursday, May 04, 2006

Land of Demogorgon
Adventure type:
Text Adventure in GUI format
Length: Short, Difficulty: Easy
Number of locations: 41
Date started: 13-March-2006
Date completed: 01-Apr-2006
Latest version: 01-Apr-2006
Remark: Strange title isn’t it? When I run out of ideas while developing Land of no return, I start playing through some weird adventure game. The original titled “Anamagon” for Spectrum 128K written using the Quill, the solution commented:”This is obviously a game for children, written by children with lots of logical errors.” This turned me on and proceed to go through whole solutions and subsequently do a conversion with some improvements in content. Well, this may not be a most enjoyable game on the planet but it does spark me some ideas in improving the text adventure engine from the originals - Land of no return.

Colossal Cave
Adventure type: Text Adventure in GUI format
Length: Medium, Difficulty: Medium
Number of locations: 78
Date started: 20-Feb-2006
Date completed: 22-March-2006
Latest version: 01-April-2006
Remark: This is a conversion (with modifications) of the classic adventure that starts all other text adventures rolling in 1980s. Because this is a conversion, I can complete it fairly quickly with the availability of “text adventure engine” from the ongoing project “The land of No Return”.

The screen shot taken from the title screen of the game. If you have better pictures to replace it, i can consider replacing it.

Land of No Return
Adventure type: A RPG style GUI text adventure.
Planned number of location Number: 400 locations
Date started: Dec 2004
Expected Completion date: End year 2006
Remark: This is my first “major” project to realise my childhood dream, initially named “Dungeon Master” and subsequently changed to “Land of No Return” (refer to post on 2 May 2006). This game project started in 2004 but has faced some stoppage in between as my imagination run out of steam.

No screen shot on the title screen yet. I have to find time to design (and my artwork is really bad).

Wednesday, May 03, 2006



HOW ALL THESE STARTED . . .

It is all started with my wish to realising my childhood dream.

My first computer was ZX81(1K memory). Then upgraded to ZX Spectrum 48K. Through this computer, we(with my brother) got in touch with one of the adventure game which drives us crazy at that time: "Dungeon Master" written in BASIC language. It is a RPG type text adventure game. We have never completed the original adventure game but the game comes with construction kit allowing us to construct our own game. We spent many hours of enjoyment playing our self-constructed game.

I am not sure I have written any version of "Dungeon Master" in ZX Spectrum. But subsequent upgrade of our computer to Commodore 128K, my brother CW wrote a version in Commodore 128K BASIC language named "Master of sorcerer" inspired from the original version of Spectrum Dungeon Master and I was invited to arranged a music for this "Masters of Sorcerer".

Few years later, with the advent of PCXT, I wrote a version named "Dungeon Master" in Microsoft Basic which represents an improvement over the "Master of Sorcerer". Unfortunately, both versions are extinct with an incomplete version of source code of "Master of the Sorcerer" still available.

The only player is my brother CK who had completed some of the spectrum version of "Dungeon Master" constructed using its adventure kit, "Master of the Sorceror(C128)" and "Dungeon Master(PCXT)". All the above versions were improved by adding more monsters, Weapons, armours, potions and locations. Every time my brother (the only player) completed the game, I told myself: "Next time I am going to write another more challenging one. . .(but not to the extent of impossible to complete type)."

After many years? When I start learning the latest new Microsoft .NET language in 2004. I suddenly got an idea: "Why not write something that I have done since my childhood?". But this time I am more ambitious: add in far more monsters, weapons, armours, potions, locations, and improved battle routine over all previous versions. Plus better sound effects and music all over the game. With this I started to write a new generation of PC version of "Dungeon Master", this represents a vast improvement over the old PCXT 8MHz running under DOS with low memory, slow speed, limited HDD space. The game initially named "Dungeon Master" but later changed to the name "The land of no return".