   Creating a text-based RPG - pre-built system or code from scratch?
  I've been working on ideas for a text-based, single-player RPG game lately but I'm not entirely sure how to begin. I started the project by learning some Python and coding from there. However, I'm beginning to get frustrated at the steep learning curve of learning a programming language (I've never done much in programming before, just a few days worth of playing around). I've looked at text-based game building engines, such as Quest and Inform, but none of them seem to support "RPG" type mechanics such as statistics, equipment, levelling up, quests, and combat and are more for interactive novels and story-telling.How should I continue? I know using a programming language and creating everything myself would offer the most flexibility and let me create whatever features I want but the learning curve and time required is discouraging.   
Quote:How should I continue? I know using a programming language and creating everything myself would offer the most flexibility and let me create whatever features I want but the learning curve and time required is discouraging.Yes, ultimately this is what it comes down to. You need to be able to invest a lot of time. We can't tell you what you should do because you are the one who needs to decide if you are motivated for this sort of thing. Ultimately, if you just want the game but don't like the idea of doing any programming work (or more than minimal work), you won't get far. Tough.   ;Quote:Original post by oler1sQuote:How should I continue? I know using a programming language and creating everything myself would offer the most flexibility and let me create whatever features I want but the learning curve and time required is discouraging.Yes, ultimately this is what it comes down to. You need to be able to invest a lot of time. We can't tell you what you should do because you are the one who needs to decide if you are motivated for this sort of thing. Ultimately, if you just want the game but don't like the idea of doing any programming work (or more than minimal work), you won't get far. Tough.Just to fill in: It will usually take a lot of time which ever way you choose. Writing something from scratch probably takes the most time, but learning to use a tool or learning how to use and debug a library also takes time.;  It really depends on what you want. I always wanted to create an entire game, but I always find it to be much more fun to concentrate on the technical stuff, and writing the "perfect" code, instead of actually finishing a game. So if coding isn't "worth it" in your opinion, then get a toolkit that boils it down to a simple scripting language that is not that complex to use.   ;  Start small. Get bigger.Although I am not familiar with python I've written several text based RPGs and continue to do it just because I enjoy them (I add graphics now but thats not the point). Text based RPGs can teach you a TON. Not only will you learn to code from making them, but they also teach you how to make a game that doesn't rely on graphics to keep the user hooked. An interesting story and combat system is more important.I don't know how much experience you have or what you learned so far but I would suggest trying the following:-Draw a small simple game on paper and put in how you want it to flow. For example:Title Screen -> Story Intro -> Entering Dungeon -> Finish GameLooks basic right? Thats the point to start small. No enemies yet, but if you can write out this, you can build something like this:Title Screen -> Story Intro -> Name Character and set starting strength -> Enter Dungeon -> Finish Game.Do you see where I am going with this? Each time you build onto this you are still finishing creating a game. Come up with a template you want, and work on it. The things you will learn just by adding to your game are invaluable. I would suggest just starting with a basic game loop to work where the user can choose something from a menu after seeing the title screen and intro story. Nothing has to be full blown at first, this is just to get an idea of how the flow of a game works and to get you to see results so you don't get discouraged so fast.In no time you will be making things like player and monster classes, level layouts (yes even text based)[Edited by - Chrono1081 on April 27, 2009 11:36:11 AM];Quote:Original post by SiS-ShadowmanIt really depends on what you want. I always wanted to create an entire game, but I always find it to be much more fun to concentrate on the technical stuff, and writing the "perfect" code, instead of actually finishing a game. So if coding isn't "worth it" in your opinion, then get a toolkit that boils it down to a simple scripting language that is not that complex to use.This is what I mean. It's not worth it to me to spend large chunks of my time learning a programming language when what I want to do right now is flesh out my ideas and see how they work in execution. The problem I've run into though is most of those ideas are based around the RPG mechanics themselves which the "build your own text based game fast and easily blah blah!" systems that I've found don't really support.Right now this is just a simple side project I want to poke around with. If I like it enough and want to expand, I'll look in to coding it myself (I only started with Python because it seemed to be the easiest to work with for a coding beginner like me).   ;  Python is probably a good choice. I haven't used it, but I've heard some good things about it.Chrono1081 is offering some good advice. Plot out the game flow first, then code it.If you don't want to program, then make it into a pen and paper style, grab some friends and test it.   ;Quote:Original post by ALSThis is what I mean. It's not worth it to me to spend large chunks of my time learning a programming language when what I want to do right now is flesh out my ideas and see how they work in execution.I get what you mean, however, being able to flesh out those ideas into working prototypes does take some skills. If you don't have them yet, then you may want to invest some time to get them. While you won't immediately be able to do what you want just yet, you are building the skills that enable you to do so in the future.And while you're learning how to program, just write down or sketch out your ideas and save them for the time that you are able to prototype them. I do this a lot, so whenever I'm looking for something to create, I just flip open my sketchbook or my database of ideas and voila, plenty of stuff to flesh out.Quote:Right now this is just a simple side project I want to poke around with. If I like it enough and want to expand, I'll look in to coding it myself (I only started with Python because it seemed to be the easiest to work with for a coding beginner like me).I find Python an excellent language - easy to learn, easy to use and pretty productive. Of course, it'll take some time to get familiar with - think months rather than days - but it's well worth it imho.Connway has a good point bytheway: you can prototype on paper just as well. :)   