I'm sure there's been threads like this before. That people will "toss up a text game". Treating it as a side project in their spare time or something.
Well, I for one want to make something people can be proud of. I want to put as much time and energy into this as I possibly can. Frankly, I have to treat this like it's my job so it can be awesome or it won't get the attention it deserves. I got good feedback on my "ideas" (I make "personal posts" and "IC RP") and know how to set things up in general. I know how scripts and coding works and how to put them to use even if I don't know how to code myself (yet. Working on it). Comes from a lifetime of gaming. If there's one thing I know it's games. I started with Doom 2 and MS-dos and went up from there.
It's always been the coding that's held me back. Rather the lack of being able to use it myself. But that's just it. You don't need to do something like this all on your own. I been brushing up on my skills in the area and one of my owners knows coding herself (and this is someone I know and trust who has my back. Fuck yea! Support guaranteed! Happened to recently meet another coder I get on with too). She made a text game before (a MUD actually. I'll have to show her what I want on a custom website though). She's going to do the coding, I'm basically doing everything else. (making lore is honestly a LOT of work). Well, kind of. I'm going to be getting feedback and ideas from others as well. More so then normal perhaps. I might have a sub-forum just for fan made stores/ideas that might end up in the game (SCP kind of evolved from that). I've taken ideas from Fenoxo's games (Helia from CoC is a good example of where I'm heading) along with Flexible Survival, and other games and even roleplays I've done. I got a theme set up and a basic "plot". Nothing is set in stone yet but there will be multiple areas of different environments (some techy. Some not. You'll basically choose which areas to head too). It might get a bit more serious in some ways while maintaining the "fun factor". Conflict. Different sides. Ideals that get challenged with having a "everyone having their cake" approach to it all which won't be easy. You get the idea. overall I want to get "character backgrounds" with the smut. That doesn't mean smut will be lacking, it simply means plenty of both. I want to make every character feel like they're a big part of the player (which, as you can imagine, is going to involve a lot of writing for each one, which in turn affects other characters in multiple ways depending on player choices). I got the time and energy to do it all. More then that I got the passion and know I won't burn out. Fenoxo seems to make "small changes daily" (or used too in his CoC days). Personally I prefer "Big changes now and then". Wherever that will end up being a few weeks or a month once the ball is rolling I have no idea. Can't predict the future and need to squeeze in me time. I do know I can make it happen though. Changes will be made consistently. The real challenge will be in making it remain unpredictable enough even for me in order to provide an enjoyable story/playthrough each time the game is played. Which is where random events come into play. There needs to be randomness but with guidance. I've actually taken ideas from none text games that I'm going to apply with this. Mount and Blade is a good example. But also a bad one since the NPCs in that game lack personality. Thus "random personality generator" combined with "Encountering new people who can come and go and live and die". Ever got attached to an X-com soldier? That's nothing, these people are going to have their own stories with the player. Ugh. If my coding owner wasn't currently doing exams I'd be working on this already. I want to start on this already now I got myself looking forward to it. Rewind. Intro area and forum first. One step at a time.
Currently I'm finally at a phase in my life where I feel like I can start focusing on this in the near future (had to work on the whole owners thing first. Kind of riding the recent love train with the other), provided the coder I know doesn't run into any troubles. Right now I'm not promising anything. Actually I never make a promise at all. Things can happen down the line regardless of our intentions (that said if I'm having my way it's staying UP line. MAKE good shit happen). I'm basically saying "It's planned to happen soon". That is the "bare bones" of it. First step is often the hardest. Should pick up speed after that. Since so many here are into that thing I figured "Let's give people a heads up". Emerging from a tube (where you start and pick your species) on a space station with different sides fighting each other where you're caught up in the middle and take a shuttle to escape as chaos is around you for a start. How's that for an intro? (this idea I kind of got from Mass Effect, Skyrim and other action packed games. Only you won't be forced to pick sides from the start. Everyone should have the option to go their own way as well).
I'll go into more detail if people seem interested. Right now I'm trying to figure out if I should take a "grid like" approach to things. It does seem to help with navigating around. I'm actually impressed Fenoxo got a text game to have a "rouge like" feeling to it. Is that actually the first time a "hybrid" of the two has been pulled off well? The only thing I can compare it with is Spiderwebs games. Exile, Geneforge, etc. but those have visual graphics (which I'll have to skip on. Enough work as it is and player imagination has its perks).
Well, I for one want to make something people can be proud of. I want to put as much time and energy into this as I possibly can. Frankly, I have to treat this like it's my job so it can be awesome or it won't get the attention it deserves. I got good feedback on my "ideas" (I make "personal posts" and "IC RP") and know how to set things up in general. I know how scripts and coding works and how to put them to use even if I don't know how to code myself (yet. Working on it). Comes from a lifetime of gaming. If there's one thing I know it's games. I started with Doom 2 and MS-dos and went up from there.
It's always been the coding that's held me back. Rather the lack of being able to use it myself. But that's just it. You don't need to do something like this all on your own. I been brushing up on my skills in the area and one of my owners knows coding herself (and this is someone I know and trust who has my back. Fuck yea! Support guaranteed! Happened to recently meet another coder I get on with too). She made a text game before (a MUD actually. I'll have to show her what I want on a custom website though). She's going to do the coding, I'm basically doing everything else. (making lore is honestly a LOT of work). Well, kind of. I'm going to be getting feedback and ideas from others as well. More so then normal perhaps. I might have a sub-forum just for fan made stores/ideas that might end up in the game (SCP kind of evolved from that). I've taken ideas from Fenoxo's games (Helia from CoC is a good example of where I'm heading) along with Flexible Survival, and other games and even roleplays I've done. I got a theme set up and a basic "plot". Nothing is set in stone yet but there will be multiple areas of different environments (some techy. Some not. You'll basically choose which areas to head too). It might get a bit more serious in some ways while maintaining the "fun factor". Conflict. Different sides. Ideals that get challenged with having a "everyone having their cake" approach to it all which won't be easy. You get the idea. overall I want to get "character backgrounds" with the smut. That doesn't mean smut will be lacking, it simply means plenty of both. I want to make every character feel like they're a big part of the player (which, as you can imagine, is going to involve a lot of writing for each one, which in turn affects other characters in multiple ways depending on player choices). I got the time and energy to do it all. More then that I got the passion and know I won't burn out. Fenoxo seems to make "small changes daily" (or used too in his CoC days). Personally I prefer "Big changes now and then". Wherever that will end up being a few weeks or a month once the ball is rolling I have no idea. Can't predict the future and need to squeeze in me time. I do know I can make it happen though. Changes will be made consistently. The real challenge will be in making it remain unpredictable enough even for me in order to provide an enjoyable story/playthrough each time the game is played. Which is where random events come into play. There needs to be randomness but with guidance. I've actually taken ideas from none text games that I'm going to apply with this. Mount and Blade is a good example. But also a bad one since the NPCs in that game lack personality. Thus "random personality generator" combined with "Encountering new people who can come and go and live and die". Ever got attached to an X-com soldier? That's nothing, these people are going to have their own stories with the player. Ugh. If my coding owner wasn't currently doing exams I'd be working on this already. I want to start on this already now I got myself looking forward to it. Rewind. Intro area and forum first. One step at a time.
Currently I'm finally at a phase in my life where I feel like I can start focusing on this in the near future (had to work on the whole owners thing first. Kind of riding the recent love train with the other), provided the coder I know doesn't run into any troubles. Right now I'm not promising anything. Actually I never make a promise at all. Things can happen down the line regardless of our intentions (that said if I'm having my way it's staying UP line. MAKE good shit happen). I'm basically saying "It's planned to happen soon". That is the "bare bones" of it. First step is often the hardest. Should pick up speed after that. Since so many here are into that thing I figured "Let's give people a heads up". Emerging from a tube (where you start and pick your species) on a space station with different sides fighting each other where you're caught up in the middle and take a shuttle to escape as chaos is around you for a start. How's that for an intro? (this idea I kind of got from Mass Effect, Skyrim and other action packed games. Only you won't be forced to pick sides from the start. Everyone should have the option to go their own way as well).
I'll go into more detail if people seem interested. Right now I'm trying to figure out if I should take a "grid like" approach to things. It does seem to help with navigating around. I'm actually impressed Fenoxo got a text game to have a "rouge like" feeling to it. Is that actually the first time a "hybrid" of the two has been pulled off well? The only thing I can compare it with is Spiderwebs games. Exile, Geneforge, etc. but those have visual graphics (which I'll have to skip on. Enough work as it is and player imagination has its perks).