GameBook vs Adventure - Hybrid of Both?

CypherHyena
28 Aug 2017, 23:11

Greetings Friends!

I am VERY new to Quest but not new to game development or programming.

At first glance, it looks like the GameBook mode is a lot more restrictive than Adventure mode. I understand they are used primarily for two different things... But what if I want a bit of a Hybrid system?

Is there a way, for example, to add the Map system of Adventure mode into GameBook mode? Or is there a way to make Adventure mode look visually a bit more like GameBook? I want to have the features of Adventure mode with an easy to read full-page view like GameBook offers.

Can any of you more experienced authors/creators point me in the right direction?

Thanks!

Cypher


XanMag
28 Aug 2017, 23:54

This should help. It was hiding in a dusty sub-forum. =)
https://textadventures.co.uk/forum/samples/topic/4772/how-to-make-a-text-adventure-look-like-a-gamebook


jmnevil54
29 Aug 2017, 00:00

I thought Adventure and Gamebook were the same thing.

There are ways to make a gamebook like a "Point and Click" adventure, or Quest adventure I suppose, and there are ways to make a quest adventure like a Gamebook. You can post links in the Quest, teleport to rooms, etc. The gamebook is as free as one's imagination, and you can even take count of stat attributes, and make an RPG out of it. (I saw someone make an Undertake RPG fan-game out of the gamebook, work in progress of course.)


CypherHyena
29 Aug 2017, 00:09

Thanks XanMag and jmnevil54! I'll check out that link posted.


hegemonkhan
29 Aug 2017, 01:12

the 'Text Adventure' is the full quest/coding capabilities. The Text Adventure is a must if you want to do any fancy coding stuff, and/or try to make a RPG-heavy like game.

whereas the 'Game Book' was made for doing a CYOA type of game with no/zero or little RPG-aspect type of coding, so it's much more limited (very 'light-weight', both as a Text-Adventure/RPG/fancy-coding and as a authoring-engine/CYOA).

Squiffy was then made for authors focused on the authoring/literature/story aspect of the game, and for those with less normal programming/coding knowledge/ability/proficiency, to make it easier/faster to have/create high/rich literature/story/authoring CYOA Game Book games. Squiffy is similar/competing to/against Twine.

thus, as Pixie already done, you take the 'Text Adventure' and adjust its coding to have it, be and look like, a 'Game Book / CYOA' game


If you know programming well, (and can learn quest's user-level and/or underlying coding quickly), quest is extremely powerful, as it uses library files to create its engine and/or be used within/for a person's game, so you can create your own engine library files, creating your own totally unique engine (and GUI/Editor too: see 'Tabs' and 'Controls' in the quest documentation) for your game.


jmnevil54
29 Aug 2017, 02:28

I was under the impression Squiffy was for those who understood Jscript and that sort of thing. Anyone who knew coding. And who also wanted their game on their/ hosted own private website.


hegemonkhan
29 Aug 2017, 03:15

ya, Squiffy does definitely use coding (I was lazy and not explaining this in more detail as needed in my previous post), but its coding is specialized for being more easily directly doing authoring (writing story), so it's a bit different coding than quest's Text Adventure and Game Book.

Interestingly, I don't understand Squiffy's and Twine's authoring type of coding at all, laughs. It confuses me as much as quest's coding confuses most people who don't already know how to code decently. Maybe with the same amount of time (it took me 5 years to learn quest's coding and actual programming), I can learn Squiffy's and Twine's coding, but right now, it's completely gibberish for me, as quest and actual programming was for me 5 years ago, when I didn't know any coding at all what-so-ever.


CypherHyena
29 Aug 2017, 03:58

Thanks again all.