help making a game

edited October 2008 in Development
ive decided to make a game for the speccy but i have no idea where to start. i think i'd like to make a text adventure, i saw the 'build your own' prog on the lists. is this the best one to go for, or should i be looking eslewhere.

im not really looking for someone to hold my hand through it, just a a point in the right direction, whether its to a valuable resource or just some super hand hints on getting started

cheers.
Post edited by mile on
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Comments

  • edited September 2008
    PAWS is the most advanced system on speccy I think. It's The Quill++.

    I'm actually using INFORM7 as we speak to write an adventure that is targeted at the +3 running ZXZVM so it's possible to use a modern system to do the game and then see it running on old hardware but it won't really be a speccy adventure.
  • edited September 2008
    sparkes wrote: »
    PAWS is the most advanced system on speccy I think. It's The Quill++.

    nice one i will have a look for that.
  • edited September 2008
    The Quill, GAC and PAWS have all been used to create professional games, so take your pick from those. They all do the same basic job and just differ in the amount of whistles and bells they offer.

    Whichever you choose, start with a very simple adventure first with just a handful of locations and objects. None of them are very good at keeping track of the structure of your game, so you're best off drawing a map of it on paper too.
  • edited September 2008
    Matt_B wrote: »
    The Quill, GAC and PAWS have all been used to create professional games, so take your pick from those. They all do the same basic job and just differ in the amount of whistles and bells they offer.

    Whichever you choose, start with a very simple adventure first with just a handful of locations and objects. None of them are very good at keeping track of the structure of your game, so you're best off drawing a map of it on paper too.

    after looking at the reviews for the 3 of them, it seems paws is the most advanced, i might just go with that as i think it gives you a run through of a small adventure to start off with.
    thanks for the advice.
  • edited September 2008
    GAC is probably the easiest to get to grips with - where I find that PAW takes a bit more planning.
  • edited September 2008
    bobs wrote: »
    GAC is probably the easiest to get to grips with - where I find that PAW takes a bit more planning.

    i am going to start with quill, it seems easy enough for beginners.
  • edited September 2008
    aowen wrote: »
    If you want to make a decent Spectrum game and have no previous programming knowledge I'd recommend using a tool like Platform Game Designer. You stand a much better chance of ending up with a finished game than if you try to develop it from scratch.

    cheers i will have a look at that too.
  • edited September 2008
    mile wrote: »
    cheers i will have a look at that too.

    You can't make any text adventures with it though ... well, you can give each room a name ... that's about it really.
  • edited September 2008
    Write the story for the game first.

    Then if you fancy writing the thing yourself from the bottom up in BASIC
    try a look at this book

    Write you own Adventure

    or maybe this one BasicFun

    There aren't enough games in Basic
  • edited September 2008
    chop983 wrote: »
    Write the story for the game first.

    Then if you fancy writing the thing yourself from the bottom up in BASIC
    try a look at this book

    Write you own Adventure

    or maybe this one BasicFun

    There aren't enough games in Basic

    cheers i will have a look at them also.
  • edited September 2008
    ZnorXman wrote: »
    You can't make any text adventures with it though ... well, you can give each room a name ... that's about it really.

    cheers, thanks for the heads up.
  • edited September 2008
    Do you have anything specific in mind (i.e. text adventure) ... or are you just looking at making any sort of Speccy game?
  • edited September 2008
    ZnorXman wrote: »
    Do you have anything specific in mind (i.e. text adventure) ... or are you just looking at making any sort of Speccy game?

    any sort of game, i just thought text adventures would be easier as it's just text. rather not do an editor of an excisting game though.

    have made games before for flash but never for the speccy.
  • edited September 2008
    Then I completely agree with aowen ... you have got to give PGD a go! It's as simple as eating a pie (of your choice) ... some creativity needed and the bonus part is that if it's hideous enough you can submit it to the Crap Games Compo.

    recently submitted to the CGC [/shameful plug]

    You can also just watch an RZX of the game being played.
  • edited September 2008
    aowen wrote: »
    There is no way anyone should try writing a text adventure for the Spectrum. There are better tools and the z-machine has been ported to a similar number of platforms to the Spectrum.

    Mines just a cheaky entry to the Retro Remakes compo as I want to make sure the speccy is one of the retro platforms represented. If I get time to do my arcade speccy game then the INFORM coded adventure will probably end up in a more suitable place. I picked inform7 because I remember how much of a pain in the arse debugging quill and gac was back in the day.

    I just don't want them to start allowing retro platforms and then not get a single entry on them :(
  • edited September 2008
    aowen wrote: »
    There is no way anyone should try writing a text adventure for the Spectrum. There are better tools and the z-machine has been ported to a similar number of platforms to the Spectrum.

    One caveat with PGD is that it's not free. Arcade Creator will do the job if you just want to do a CSSCGC entry (and as an added bonus it has horrible collision detection).


    i will forget the text adnventure idea then.

    yeah i noticed the cost, id rather not pay that, and i'm certainly not gonig to steal from someone on my face book (so no PM's please)

    i will have a look at the arcade creator.

    the game isn't for the csscgc or anything like that, i just thought it'd be a laugh, and it'd be in time for my 10,000th post. giving something back so to speak.
  • edited September 2008
    aowen is correct in that the most suitable platforms used for making the best text adventures are those regularly discussed on the newsgroup rec.arts.int-fiction - namely inform, TADS and a couple of others. I have written a couple myself using these systems.

    Advantages: these games can be run on many platforms, have the best parser, dictionary and grammar rules already built in.

    In short these systems give a highly professional result.

    However, if you are into the speccy and the main goal is add another speccy "string to your bow", then I think writing a text adventure on the speccy is a most excellent way to begin delving into BASIC.

    I don't know how much your BASIC knowledge you already have, mile, but a text adventure is something where you can develop a moderately enjoyable albiet relatively simple game with not too much difficulty.

    Limitations for a simple BASIC game would typically be: two word parser - limited vocabulary and sometimes inconsistent responses to the user trying unexpected commands.

    However you have 48K of RAM to play with which is quite a lot really, so there is plenty of room for decent action responses and room descriptions.

    Good luck if you wish to take it on for the reasons of getting more into the speccy (as a opposed to writing a technically brilliant work of literature!).

    I wrote a simple one for Jimmy's Speccy VIC-20 emulator for a laugh a few weeks back and really enjoyed it.

    The program structure is really quite simple.

    It took 10 hours to make and has 15 rooms and 25 objects. It fit into 6.5K - in fact I am continuing to improve and "polish" the game with perhaps an eventual CGC 2009 entry planned.

    So in summary, not such a huge unsurmountable project to take something like this on and always fun if you inject a bit of "humour" into it too.
  • edited September 2008
    aowen wrote: »
    It's a retro remake on a retro machine?

    The current competition has several categories that accept entries on retro machines the coolest of which are "sequels that weren't" and "games that weren't" The first takes a character that never had a sequel perhaps because it was a baddie or incidental character and puts them in a new game and the second is for the sort of stuff you see on Games that Time Forgot.

    Both totally suited to a proper retro platform.

    The two games I've announced so far are both ports to the Nintendo DS, one of puzzler Anarchy and the other of Spy Hunter.

    The interactive fiction is still a secret but it takes a character from an early spectrum title and spins it into whole new idea. So it's not really a remake as it's a whole new game featuring an existing character.
  • edited September 2008
    aowen wrote: »
    I didn't say it was a bad idea, just that the Spectrum isn't a suitable platform. You really should take a look at Inform 7. It's amazing how easy it is to get started (finishing, as always, is the tricky part).

    www.inform-fiction.org

    I have to second this. Inform 7 is pretty amazing stuff I was expecting something Lisp like but instead of functional programming it's totally literate and really well put together.
  • edited September 2008
    mile wrote: »
    i am going to start with quill, it seems easy enough for beginners.

    Excellent choice! The Quill is probably the easiest of the bunch to get into and comes with a superbly written manual that explains things without being overbearing. Get yourself a hot cup of coffee, lock yourself in and plug away at the Quill for an hour and you should be on your way in no time!
  • edited September 2008
    cheers for the responses guys, all appretiated

    just to let you guys know, i have gone down the quill route, i am half way through the example in the manual, and its going well. bit time consuming on my DS's little keyboard, but im enjoying it.

    seeing what you mean about writting it all out on paper first. :lol:

    yeah i have no experience in basic at all, so it quite handy as im learning stuff

    @ aowen i'll have a look at that thing you suggested but if its on the PC i'll have to pass as id prefer to do it all on my DS so i can do it when im at my gf's house.

    @arjun - yeah its a great tutorial, really guides you through, lets you make mistakes, and tells you how to rectify them etc.
  • edited September 2008
    mile wrote: »
    cheers for the responses guys, all appretiated

    just to let you guys know, i have gone down the quill route, i am half way through the example in the manual, and its going well. bit time consuming on my DS's little keyboard, but im enjoying it.

    I agree mile, I also think The Quill or even PAW are excellent choices for this.
  • edited September 2008
    so i'll ask these questions now before they come up.

    how do i make graphics?
    how do i get graphics into the code?
    how do i make music?
    how do i get music into the code?

    is there a basic manual for basic somewhere?
    should i be reading the machine manuals?
  • edited September 2008
    mile wrote: »
    so i'll ask these questions now before they come up.
    As you wish, but bear in mind that getting obsessed about music and graphics before you have any actual code is the number one way to doom your game to failure :)
    how do i make graphics?
    how do i get graphics into the code?
    For a Quill-ed adventure game? The Illustrator.
    how do i make music?
    With one of these.
    how do i get music into the code?
    For a Quill-ed adventure game? No idea - I'm pretty sure none of the adventure game writers have built-in support for music. I know PAWS has the ability to hook up your own external code (which will still need some basic machine code knowledge all the same), but I'm not sure if Quill will let you do that without a lot of hacking.
    is there a basic manual for basic somewhere?
    Yes.
    should i be reading the machine manuals?
    If you want. They won't be directly relevant to making an adventure game in Quill, but anything to give you more of a background in programming concepts can only be a good thing.
  • edited September 2008
    aowen wrote: »
    Technically speaking, the Infocom z-machine and the Magnetic Scrolls engine are the two most advanced text adventurer parsers available on the Spectrum (although the z-machine is currently +3 only).

    That's not strictly true. Although zxzvm (which implements the Infocom z-machine) was initially only available for the +3, it now also runs under ResiDOS. So any 48K or 128K Speccy with a ResiDOS-compatible storage device can run Infocom & Inform games.
  • edited September 2008
    mile wrote: »
    so i'll ask these questions now before they come up.

    how do i make graphics?
    how do i get graphics into the code?
    how do i make music?
    how do i get music into the code?

    is there a basic manual for basic somewhere?
    should i be reading the machine manuals?

    Go check out Mr. Cauldwell's site, he has some info on game making.
  • edited September 2008
    gasman wrote: »
    As you wish, but bear in mind that getting obsessed about music and graphics before you have any actual code is the number one way to doom your game to failure :)

    For a Quill-ed adventure game? The Illustrator.


    With one of these.


    For a Quill-ed adventure game? No idea - I'm pretty sure none of the adventure game writers have built-in support for music. I know PAWS has the ability to hook up your own external code (which will still need some basic machine code knowledge all the same), but I'm not sure if Quill will let you do that without a lot of hacking.


    Yes.

    If you want. They won't be directly relevant to making an adventure game in Quill, but anything to give you more of a background in programming concepts can only be a good thing.


    thanks, i certainly wont be starting drawing graphics and making music till i know how to write the game mechanics. :)

    i am working on a quill game, but i am going to try a platformer also with one of those platformer designers, im just a bit unsure on how to get my own graphics into it, but i guess it will become clear as i progress.

    sorry if i sound like i am trying to jump the gun so to speak, i just feel a bit more confident with all the info i need so i don't have to break off to go looking.

    i'll prolly move onto paws once i get my head around quill, and then get started on a platformer. :wink:
  • edited September 2008
    ZnorXman wrote: »
    Go check out Mr. Cauldwell's site, he has some info on game making.

    nice one, ive been on there today having a gander.
  • edited September 2008
    mile wrote: »
    i'll prolly move onto paws once i get my head around quill, and then get started on a platformer. :wink:

    While you are at it, please work out the kinks in Vista.
  • edited September 2008
    ZnorXman wrote: »
    While you are at it, please work out the kinks in Vista.
    And Spud...
    I wanna tell you a story 'bout a woman I know...
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