The Archivist
Moderator: Moderators
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
The Archivist
The Archivist is nearly done, just some polishing up to do. This is probably pretty close to what the cartridge version will be. Since the target is physical cartridge, there's no BASIC launcher. You'll need to LOAD,8,1 and SYS8192. The game requires 24K expansion in blocks 1, 2, and 3.
This is a text adventure game in the spirit of Scott Adams. That is, a two-word command parser. There are six "basic" verbs, which the engine handles by itself. These are GO (MOVE), GET (TAKE), LOOK (L, EX), DROP (DP), INVENTORY (I), WAIT (Z). There are also one-letter shortcuts for cardinal directions (N, S, W, E), up (U), and down (D).
Part of my philosophy on interactive fiction is that you shouldn't be grasping for verbs and nouns. So items will usually tell you how to refer to them using capital letters, and you'll have ample clues about what verbs to use, also in capital letters. TALK to everyone you meet, and keep in mind that many of the items are in the narrative.
I'm unleashing this on you folks first, in hopes that I might get some feedback on the puzzles, the language (e.g., typos), etc. But mostly, I hope you enjoy playing it as much as I enjoyed making it. My engine makes it pretty easy to focus on the story rather than coding, and so I expect to produce several more stories.
This is a text adventure game in the spirit of Scott Adams. That is, a two-word command parser. There are six "basic" verbs, which the engine handles by itself. These are GO (MOVE), GET (TAKE), LOOK (L, EX), DROP (DP), INVENTORY (I), WAIT (Z). There are also one-letter shortcuts for cardinal directions (N, S, W, E), up (U), and down (D).
Part of my philosophy on interactive fiction is that you shouldn't be grasping for verbs and nouns. So items will usually tell you how to refer to them using capital letters, and you'll have ample clues about what verbs to use, also in capital letters. TALK to everyone you meet, and keep in mind that many of the items are in the narrative.
I'm unleashing this on you folks first, in hopes that I might get some feedback on the puzzles, the language (e.g., typos), etc. But mostly, I hope you enjoy playing it as much as I enjoyed making it. My engine makes it pretty easy to focus on the story rather than coding, and so I expect to produce several more stories.
- Attachments
-
- archivist-sys8192-RC.zip
- (11.79 KiB) Downloaded 125 times
-
- VICfictionManual.zip
- (28.01 KiB) Downloaded 115 times
Last edited by chysn on Thu Sep 29, 2022 12:19 pm, edited 8 times in total.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
- Mike
- Herr VC
- Posts: 4876
- Joined: Wed Dec 01, 2004 1:57 pm
- Location: Munich, Germany
- Occupation: electrical engineer
Re: WIP: The Archivist
You are addressing a very important point here that, IMO, is lacking in many other installations of that genre. Or, possibly, relies upon a certain mindset of 'experienced' text adventure players which however shuns out people less versed. I would surely want to "take", "inspect", "look (at)", "use" whatever is presented as object in the room I currently am, but if I get a dozen times, say, "you can't do this" as reply, this easily becomes a frustating experience for me.chysn wrote:Part of my philosophy on interactive fiction is that you shouldn't be grasping for verbs and nouns. So items will usually tell you how to refer to them using capital letters, and you'll have ample clues about what verbs to use, also in capital letters. TALK to everyone you meet, and keep in mind that many of the items are in the narrative.
I'll take a thorough look at your WIP and report.
![Smile :)](./images/smilies/icon_smile.gif)
-
- Vic 20 Devotee
- Posts: 231
- Joined: Tue Sep 04, 2018 2:40 am
- Website: http://davbucci.chez-alice.fr
- Location: Grenoble - France
Re: WIP: The Archivist
I like a lot to see new text adventure games on the VIC!
I will give it a try ASAP, much probably next weekend.
[Maybe OT]
I wrote a few adventure games in the past and concerning the "grasping for nouns and verbs", in my experience it is very difficult to cover all the cases.
For instance, in one of my games I wrote a few years ago there is a situation where the heroin is supposed to set fire to an object. I implemented "SET FIRE(*)" as it sounded reasonable to me. It turned out that some tried "IGNITE" and others were trying something like "USE MATCHES WITH..." (as you have some matches, indeed, in the inventory). The best solution is to gather as much information as possible by test users and try to cope with a reasonable set of alternative solutions. You can not implement everything, as you are limited by the memory available and the effort you want to devote to the game development, both have a limit.
In some situations, you can restrict yourself to a limited number of verbs and stick to those, or suggest which verb it can be used in the description. However it may be restrictive, depending on what kind of puzzles you want to implement. As usual, feedback plays an important role in all of this. Probably documentation and consistency help, so that the player can quickly learn the particular jargon you use for your adventure. It helps to write some very easy puzzles at the beginning of the game to both help the player understand how to play and to keep them intrigued.
... just my two cents!
(*) NOTE: to say the truth, in my first attempt I started with "PUT FIRE", as I am not a native English speaker, but this was corrected quickly.
[/Maybe OT]
I will give it a try ASAP, much probably next weekend.
[Maybe OT]
I wrote a few adventure games in the past and concerning the "grasping for nouns and verbs", in my experience it is very difficult to cover all the cases.
For instance, in one of my games I wrote a few years ago there is a situation where the heroin is supposed to set fire to an object. I implemented "SET FIRE(*)" as it sounded reasonable to me. It turned out that some tried "IGNITE" and others were trying something like "USE MATCHES WITH..." (as you have some matches, indeed, in the inventory). The best solution is to gather as much information as possible by test users and try to cope with a reasonable set of alternative solutions. You can not implement everything, as you are limited by the memory available and the effort you want to devote to the game development, both have a limit.
In some situations, you can restrict yourself to a limited number of verbs and stick to those, or suggest which verb it can be used in the description. However it may be restrictive, depending on what kind of puzzles you want to implement. As usual, feedback plays an important role in all of this. Probably documentation and consistency help, so that the player can quickly learn the particular jargon you use for your adventure. It helps to write some very easy puzzles at the beginning of the game to both help the player understand how to play and to keep them intrigued.
... just my two cents!
(*) NOTE: to say the truth, in my first attempt I started with "PUT FIRE", as I am not a native English speaker, but this was corrected quickly.
[/Maybe OT]
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
This is a good example. My approach to this would be to add the correct verb to the description of a match. It'll say something like, "This can be used to IGNITE something." There should simply be no doubt, in my view, how to do what you intend. Does that make things easier for the player? Yes, but in the right direction.DarwinNE wrote: ↑Tue Sep 20, 2022 5:04 am others were trying something like "USE MATCHES WITH..." (as you have some matches, indeed, in the inventory). The best solution is to gather as much information as possible by test users and try to cope with a reasonable set of alternative solutions. You can not implement everything, as you are limited by the memory available and the effort you want to devote to the game development, both have a limit.
You'll never need to "USE" anything in my games, because I think it's a narratively lazy word, and there's always an actual verb that can be used instead.
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
I noticed an omission of text that will make the game impossible to solve. The update is in the original post as archivist-up2.prg.zip. Sorry for the inconvenience, and there's probably more inconvenience to come. ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
New version is up in the original post (archivist-sys8192.zip). If you've come up with any solutions, they'll still work exactly the same. The new update is mostly textual changes, spelling corrections, and tweaks of the timers and triggers to improve interactions. There are also a couple new rooms, but just for color.
I keep telling myself that this is the version I'm going to burn, and then I notice a new thing, like I spelled "embarrassing" wrong, which is embarrassing, or that KERNAL tape message flag isn't set when autostarted. I never appreciated how tough a text adventure is to edit, because people can do so many things.
I keep telling myself that this is the version I'm going to burn, and then I notice a new thing, like I spelled "embarrassing" wrong, which is embarrassing, or that KERNAL tape message flag isn't set when autostarted. I never appreciated how tough a text adventure is to edit, because people can do so many things.
- Mike
- Herr VC
- Posts: 4876
- Joined: Wed Dec 01, 2004 1:57 pm
- Location: Munich, Germany
- Occupation: electrical engineer
Re: WIP: The Archivist
O.K. - on my second try I promptly ended the adventure when I took the wrong **** - I hope though it becomes useful and non-lethal later. ![Wink :wink:](./images/smilies/icon_wink.gif)
![Wink :wink:](./images/smilies/icon_wink.gif)
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
If that is what I think it is, it's a red herring. You don't need to go that way. There are several pieces of equipment in the Intake Room that tell you how to use them, and the Boss has information, too. These are the "world building" lessons that explain how to get around.
Anybody may feel free to PM me for hints. It'll be useful to see where people get hung up!
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
Got the labels today. One week to launch!
Re: WIP: The Archivist
That looks so cool! I've been trying not to read this thread until I get the time to play through the game. I am glad I peeked today. Seeing this cart is so inspiring.
- orion70
- VICtalian
- Posts: 4343
- Joined: Thu Feb 02, 2006 4:45 am
- Location: Piacenza, Italy
- Occupation: Biologist
Re: WIP: The Archivist
Very good! ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- huffelduff
- Vic 20 Hobbyist
- Posts: 128
- Joined: Sat Sep 05, 2020 9:14 am
Re: WIP: The Archivist
Just like Mike I took a wrong turn and got zapped.
I've only looked at it briefly but I will get into it this week.
Nice label.
Greetings
H
I've only looked at it briefly but I will get into it this week.
Nice label.
Greetings
H
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
So, it seems like this wrong turn is a disincentive to try again. The idea here is that (1) buildings have exits, but (2) exiting this building is not required in the game. I could build out a small world outside the building, but then it would all be red herring. I could have the door be locked, but what kind of workplace does that? I could make the sign on the door more strongly-worded, I guess.
I figured people would find that they can't leave the building on turn two and start over. I'll re-work this part.
Thanks!
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: WIP: The Archivist
I’ll post an update shortly. I’ve never been a fan of the TPK, and nothing is served by an early demise. I like the new part way better.
Update: This is attached as archivist-sys8192-RC.zip
Oh! I should also mention that this version contains a significant data structure update to the VICfiction engine, so older save files will no longer work.
Update: This is attached as archivist-sys8192-RC.zip
Oh! I should also mention that this version contains a significant data structure update to the VICfiction engine, so older save files will no longer work.
- orion70
- VICtalian
- Posts: 4343
- Joined: Thu Feb 02, 2006 4:45 am
- Location: Piacenza, Italy
- Occupation: Biologist
Re: WIP: The Archivist
This is cruel ![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)