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Week of Awesome III - Preliminary

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Mussi

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I wasn't planning on joining this year due to time constraints, but seeing everyone getting their game on got me so excited, I just had to get into the fray! Considering my limited time, I've decided on doing a simple text based game. I'll only be able to work for a day or so in the weekend, but I think I can crunch something out in that time.

I'm planning on using C++ and this ImGui library. I've never used the library before, but it seems solid. As for the theme, I'm thinking death will be useful by getting clues when you die to progress through the game.

That's all for now, hope to post some progress tomorrow smile.png.
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A text-based game--interesting!

 

As to gaining clues when one dies, do you mean that one can only progress by dying, or that one simply gets hints for the current situation?

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Yeah certainly so, I haven't done any text based games, nor have I really played any so I'm interested in the experience. Right now I'm thinking about a combination of the two: you'll get some sort of clue when you die, but sometimes you'll have to die to solve a puzzle. If all goes well I should have something more concrete tomorrow :).

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Yeah certainly so, I haven't done any text based games, nor have I really played any so I'm interested in the experience. Right now I'm thinking about a combination of the two: you'll get some sort of clue when you die, but sometimes you'll have to die to solve a puzzle. If all goes well I should have something more concrete tomorrow smile.png.

Aah, I see. In that case, it might be worth warning against trial-and-error gameplay: difficult puzzles are one thing, but puzzles that require the player to go back to the main menu or to reload a save might become frustrating.

 

Of course, if death is integrated into the narrative and doesn't involve reloading a save or restarting the game, then it might not be problematic, and could be quite interesting! (As an example, I recall that such a mechanic worked in Planescape: Torment.)

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Thank you for thinking with me on this Thaumaturge! My plan was to not have death become some game over mechanic. You do have to sort of start over from some checkpoint I guess, but that's not much different from a typical platformer. Not sure if it's comparable, but I'll find out soon enough ^_^. You'll certainly won't have to navigate through menus or reload save games, it'll be part of the narrative :).

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