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Skyrim rendered in text

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Re: Skyrim rendered in text

#61
post #49

Earlier quoted context omitted.

Blind dev here and I played through it. Might need a touch up here and there but it's moderately accessible as-is. Text-based games are great for VI people.

Author here. I'm surprised (and very happy!) you were able to play through. I know accessibility is one thing I haven't given enough attention to. If you have specific suggestions for improvement, I'm all ears. I'm getting feedback that as the game grows, it'll need a map. Are there any best practices for map navigation for blind people?

Not an expert in visual impairments but this discussion made me curious. It seems like 'tactile drawings' is a related phrase/concept.

Here was a cool guide for using gimp and photoshop to produce them. https://wiki.vcu.edu/display/texturepalettehapticslab/Develo...

Re: Skyrim rendered in text

#62

...procedural content is not for "lazy developers". It’s not there to free you from creating content. It’s there to let content react to the player. You still need a lot of it. This is a very good lesson for game developers. Too many games rely on procedurally generated content, which can be boring to a player if it seems random instead of being a result of some interaction (see No Man's Sky ).

I really enjoy NMS but many aspects are boring. The generated landscapes are predicable, why is the climate on every planet uniform across the whole planet?

Re: Skyrim rendered in text

#63

Oh that kind of text! First I thought it would be about rendering with ascii characters, like text mode quake http://web.archive.org/web/19990219125446/http://webpages.mr... Too bad this gem is gone from the internet now, so that's an archive link :(

For yet another kind of action game in text see Doom, the Roguelike [1], which I've found thoroughly enjoyable.

[1] https://drl.chaosforge.org/

Re: Skyrim rendered in text

#64
The game itself is here: https://egamebook.com/vermin/v/latest/

I just played a round while I was on the train - it's _really_ good! Not only the play, but even the presentation of "loading" the next part of the game below the current text, as if it were any other book, is perfect for playing on mobile.

I think this could really open up a whole new genre. Personally, I'd love to have a variant of this that I could interact with through my (in-home-corporate-surveillance-microphone-product-of-choice). I love interactive fiction, adventure games and DnD, so this really presses a lot of buttons for me, and if I could play a game with my voice rather than listening to podcasts while working all day, I think that'd be the sweetest spot of all.

Excellent work, OP!

Re: Skyrim rendered in text

#65
post #6

And during that project, I realized that text stories are fractal. Unlinke in videogames (which need a steady update method), in text we don’t actually need to stick to a single level of abstraction. Very cool, this is one of the most original things I've read about this year. The example he gives is different levels of commands and details during combat. Zelda 2 (I think) had a similar thing going from map view to s…

Mode[0] or view switching in video games was common for a long time, primarily as a solution to technical or pacing problems. The overworld travel mode in Zelda 2 was useful so players could travel further, faster. Those overworld maps were pretty common, Ultimas 1-5 used them, and the sixth one finally presented a single unified interface [1]. The platformer Mario games also used overworlds to allow players to select levels from Super Mario Bros 3 until Super Mario 64. Super Mario Bros 1 had warp pipes presented without a perspective change, but by SMB3, the developers had more complicated gameplay ideas about what level selection looked like.

What the author presents here is not a change in view or mode, but a refinement of scope. Gameplay doesn't change, but the level at which the player interacts is more granular.

A video game example that comes to mind is strategy games, such as Crusader Kings 2. In that game, players will dictate their armies' movement, and, when that movement causes conflict, the game will bring the battle to the player's attention. Players can then zoom in and pick specific tactics within the battle to enhance their odds, directing the flanks.

If the game allowed players to further zoom in, down to the level of individual soldiers and their actions, that'd be an even more granular presentation.

Mode switching is less common today, since it causes a disjointed player experience and requires assets be created to represent content in different modes.

0: (in the sense Larry Tesler would mean: https://en.wikipedia.org/wiki/Larry_Tesler)

1: http://www.filfre.net/2017/04/ultima-vi/

Re: Skyrim rendered in text

#67
post #57
post #55

Earlier quoted context omitted.

Author here. I played Wizardry games in the 1990s. How is the combat system in Wizardry similar to what I'm arriving at with the "fractal stories" concept? I actually brought up a Wizardry 7 gameplay video just to make sure I'm not remembering it wrong, and here's the text: JOE CASTS ENERGY BLAST RAVEN HIT! RAVEN DIES! Not what I'm going for at all. This looks more like the "Try #5" (D&D-style actions). If what you m…

Once I grokked where you were going with this article, my first thought was the awesome King of Dragon Pass [1]. Technically it looks very simple; I'm not sure whether it was implemented as a webpage, but it definitely could be. Where it succeeds better than any other RPG I've ever encountered is in forcing you to roleplay as a bronze age tribal chieftain, because "act according to the worldview and ethics of a 21st-…

I love King of Dragon Pass! It was definitely an inspiration (although I found out about it only after I set out to build this whole thing) and at one point I wanted my game to be basically a king/lineage simulator with options to "zoom in".

Later I figured that what works better is to have a "Conan the Barbarian / Elric / Fafhrd+Mouser simulator" that can "zoom out" to higher levels. The problem with kingdoms is that spacial relations matter _a lot_, and so that's not something you want to base your gameplay on with a text game. That's why King of Dragon Pass has a map as one of the central pieces of UI.

But yeah. Huge fan of King of Dragon Pass here.

Re: Skyrim rendered in text

#68
post #64

The game itself is here: https://egamebook.com/vermin/v/latest/ I just played a round while I was on the train - it's _really_ good! Not only the play, but even the presentation of "loading" the next part of the game below the current text, as if it were any other book, is perfect for playing on mobile. I think this could really open up a whole new genre. Personally, I'd love to have a variant of this that I could in…

If you like this, try Sorcery!, the mobile apps (and books, I think) it's based on. They are also quite good.

Re: Skyrim rendered in text

#70

I wonder could to do this backwards? Create a system knows the setting/contexts etc of a text adventure game and renders a scene? edit: perhaps authors could add other tags/meta the user would not see but would add to the description

I did some experimentation there - coded a turn based combat sistem and bolted on a real time combat. It's a magnitude easier than what proposed here, because you can code statefulness on the combat turns and that'll render quite fine and coherently. The only glitch that I had was at target switch (it's a 4x space themed coffee breaker) where you can see the ship smapping to the new target and that's it - but the nat…

Diablo started out as a turn-based game and to change it to real time it seems like they basically just made the turns advance automatically via a game state tick call (20 times a second or whatever) and tweaked how long actions took so it looked like the player and world were acting simultaneously.

https://www.diabloii.net/blog/comments/how-diablo-evolved-fr...

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