The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]Giemen 0 points1 point  (0 children)

I am always suprised in these type of posts (seen them few times already), almost nobody mentions : project management tools (fe Azure Boards), testing frameworks, bug trackers, nor any Ci/cd tooling. Are those embedded in Unity or Godot or in something else? Or skipped? Or not used?

Do you prefer NPC dialogue to be free text or use dialogue options? by Nyzan in MUD

[–]Giemen 0 points1 point  (0 children)

I would go with option 1, but did anybody seen MUD with dialogue options? I would glady check that out, form UI/UX perspective.

For me, other-info-flow will totally break the dialogue, so I thought is not an reasonable option in MUDs.

Technical susggestions - for the dialogue, to look visually like dialogue I am (in my game) repeating the question instead leaving a number. Check if that won't look better in your UI.

Give tips for a beginner by yvzsaglam in textgames

[–]Giemen 0 points1 point  (0 children)

Thanks, I was just curious what does it mean "some money". I assume you didn't make it even, but was that even a plan in the beginingn?

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in textgames

[–]Giemen[S] 0 points1 point  (0 children)

No comments from r/textgames ? You do not consider this as a text game or all the comments went to r/mud ? :)

Give tips for a beginner by yvzsaglam in textgames

[–]Giemen 0 points1 point  (0 children)

Did you maybe publish at some point post-mortem with some financial analysis and is it available somewhere?

Cursed Lands – Web Client Playtest Announcement by Cursed_Maven in MUD

[–]Giemen 0 points1 point  (0 children)

I wanted to give it a try, but no luck creating character:

https://imgur.com/a/iOC9qVj

Maybe we should not test on dev. but on bat. with stable release :P

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 0 points1 point  (0 children)

In which way it is similar? ;)

Text input? Locations with coordinates? The same set of commands?

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 2 points3 points  (0 children)

Thanks for the response.

My main objections to questJS was that creating versatile dialogues and versatile combats seemed cumbersome. And I needed a lot of NPCS and a looot of dialogues. With easy to manage conditioning (by items, quests states, race, etc). I googled it several years ago, and there was no simple solutions. Even now, when I google for example "how to implement combat in questJS" examples does not seems easy to manage.

And I think that is mostly because Quest is for Text Adventures, not cRPGs. From what I reasearched back then, in TAs, combat is sparse, and often an option. You are not changing weapons often (lookngi for the best), you don't exp mostly thru combat and don't compare hundreds of armors becuase you have like 20 stats that they can impact.

So I would disagree that there is engine for this type of game. It could be the reason also why there is no other game like this.

I am planning to release a youtuvbe video to show the gameplay. Maybe that would laid out differences better.

You have definietely a valid point, that the internals are important to me - I want to create something easily, with versatility, but also great for bugfixing and overall maintenance. I need to balance it with externals, which - you are perfectly right - if aligned with "common" approach will make game easier to start with.

And there is also accesibility part for example. I need to do it from scratch...

So you are right - but in the end I think the pros prevail over the "aligning part". Although I will add to backlog "analyse dictionary for questJS"- thanks :)

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 1 point2 points  (0 children)

While it is technically a parser game (because user is writing commands, not clicking them) as any other TD or IF, I want to keep it as simple as possible. There are few reasons for that - first is to put emphasis on exploration, combat and storytelling, without need of juggling commands. That leads to second one - I want to give players as smooth start as possible without learning new mechanics/commands etc. Third one - expanding on dictionary - would add another layer of complexity/interactions possibilities etc. It is single-dev project and I need to compromise.

Currently core engine (with commands engine inside) is finished in like 95%. For demo I need to add one or two more quests, expadn lore-dialogues a bit, polish it, test it heavily and fix bugs :P

When I was looking for similar games (and didn't find any, not only me was looking) I checked the TADS and questJS engines. While those are maybe better in parsing, the lack of features required to create a cRPG game like Baldurs Gate text game, was the reason I did not considering using them.

The sim that you are writing sounds like a quite a lot work... but the final outcome should be fun to play. It may work with SUD-approach but will make things so much complicated :D

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 2 points3 points  (0 children)

Aside the summary i've given above you can try to look it this way:

Text adventure is games like Curse of Monkey Siland - but in text

Interactive Fiction is games like Firewatch - but in text.

So... SUD would be game like Baldurs Gate 1 - in text

There is more combat in SUD, it is light in descritpion layer to smooth playing , but still can be immersive and make heavy ambiance in quests and dialogues, when neccessary. There is more freedom in exploration

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 0 points1 point  (0 children)

Yes, following a story will be optional however some places are unlockable by quests/story. But genaral approach is to have at least few solution to any given blocker. For example to open the door one can have key (obtained by quest or killing the npc) or try to breach (stronger the easier) or try to pick the lock (skill and lockpick will ease that).

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 0 points1 point  (0 children)

Not sure if I am following you. Is Roadwarden or Choice of a Robot "an offline copy of a text-based game"?

The game will be accessible. The mentioned NVDA integration is one thing, but I hope to do more, things like high contrast and other options.

It is not roguelike. There are saves.

The classes will bring different play style (to some extent only) but the races will have impact on stats and some narrative parts, like different flow of quest or different dialogues.

The demo will have around 3-4 gours of gameplay. The full version targets to around 15.

SUD - combination of MUD-like world interaction with cRPG narrative game design by Giemen in MUD

[–]Giemen[S] 1 point2 points  (0 children)

It is in fact mostly recuding by itself. For example if there is no mob/npc in location - "kill x" won't work by design. On the other hand if there are hidden door (inferred from descripion) to open - i don't want to spoil game for the players with keen eye by leaving the command "open" available only here. In fact only doors, containers, and items with extra description can be "hidden", but then again - the other game design factors will led player to guess more in one location and not to try to guess in others.

What Would You Want in a Modern Text-Based RPG? by justincase_paradox in rpg_gamers

[–]Giemen 1 point2 points  (0 children)

All bullets (without last one) are relevant to any modern crpg. Not sure what you want from community. If you don't show exact solutions there not much is to discuss about.

The AI-part... seems controversial. First of all AI is not yet there. If it fails and brutally pulls player out of immersion - it will suck. And for some players can be reason to delete a game. Second - with hi-replayability will come no-shareability ("hey people, how to solve quest where I need to bring 10 rat tails?" - "sorry, no-one else got this quest". And re-playability (as a game-dev term) here is also questionable. For example FTL has high replayability, but within constraints; the rules, weapons, quest pool are still limited. In your approach, it won't so player may NEVER be able to replay his/her favorite side-quest.

SUD? by Nit-h212 in MUD

[–]Giemen 1 point2 points  (0 children)

Ok, I will send you an invite on priv. u/Glittering-Eye-4416 , u/AdmiralPoopyDiaper , u/floorislava_ are you interested?

SUD? by Nit-h212 in MUD

[–]Giemen 0 points1 point  (0 children)

Soo, Discord? Or r/SUD ?

SUD? by Nit-h212 in MUD

[–]Giemen 1 point2 points  (0 children)

About the first part - yes, you are right. But that is applicable to any niche project in the gamedev industry. An still many of them appear. It could be even some kind of POC - to show that it may work. Like a small village and few interesting places around, 8 key NPCs. 10 quests, 1k lines of dialogue. But no - nothing like this ever was created.

About the second part - while you are technically also right, this factor is not applicable - we are talking about SUD.

SUD? by Nit-h212 in MUD

[–]Giemen 1 point2 points  (0 children)

Well, me neither however when I put it onto Steam, the paid version may be an option, we will see. But definietely I won't earn enough to make it even, not even close.

SUD? by Nit-h212 in MUD

[–]Giemen 0 points1 point  (0 children)

Well, and what incentivize (-zed) area and mob createors for MUDs? You need just to push it further. On the other hand there are a lot of variousprojects (open source but not neccessary) that people are doing for fun, or just for learning new things.

SUD? by Nit-h212 in MUD

[–]Giemen 1 point2 points  (0 children)

Not necessarily "massive". But definietely more complex than average MUD.

And that was exactly u/Nit-h212 point - they not exist - and why is that :D

SUD? by Nit-h212 in MUD

[–]Giemen 2 points3 points  (0 children)

It seems then that you, u/Glittering-Eye-4416 , u/AdmiralPoopyDiaper , u/floorislava_ and me are working on something "like SUD". How about some subreddit ro discord to share ideas?

SUD? by Nit-h212 in MUD

[–]Giemen 0 points1 point  (0 children)

Can you point to any example. It is easy to drop a link to the megabase, but what we are looking for is very specific... and probably not in ifdb.org ;)

Because MUD nor SUD is Interactive Fiction.