Defining Scenes in a Text Adventure Game
In my text adventure game, the user starts outside in meadow, and eventually gets inside a six-storey tree castle with a staircase that runs from the ground floor to the fifth.
Here is a map of the world:
The scene of greatest interest here is the Staircase, for it is actually not a scene at all, but rather a method within the HouseScene subclass of Scene. That is, the user can leave any room and go back to the landing of the staircase on the floor of that room.
For example, the bedroom is on the fourth floor, and if the user elects to leave the bedroom, she will return to the fourth floor landing of the staircase.
Here is a map of the world:
The scene of greatest interest here is the Staircase, for it is actually not a scene at all, but rather a method within the HouseScene subclass of Scene. That is, the user can leave any room and go back to the landing of the staircase on the floor of that room.
For example, the bedroom is on the fourth floor, and if the user elects to leave the bedroom, she will return to the fourth floor landing of the staircase.
Published on 24 Dec 2016
by Alexander Garber
all tags
100daysofcode activerecord android annoyances api apt arch array artix atom az3w backend bash blog browser bug callback career ci-cd cli cloud code coding config configuration cp crud cryptography css csv database db design devops django docker email erp feelsgood filter fugitive gif gist git gnome gnome pomodoro grep hebrew http ide isbn-fetcher iso javascript job search js kanban kindle koans learning linkedin linux logger manjaro map markdown microservices mobi mtp neovim nodejs nvchad packages panda pastbin patch portfolio post postgres pytest python rails reduce refactoring reflections rest routes rspec ruby salesforce script scripting security sed shell sql string_replacement study tdd terminal testing tmux ttd version_control vim vim sort walkthrough webdev workflow zsh