Gamebook player inventory?(solved)

RavianGamingIndustries
19 Nov 2016, 17:19

Is it possible to create a section for player inventory in the game book mode? I'm trying to make a choose your own adventure style game based off the Mount & Blade series and having player inventory would be extremely helpful


The Pixie
19 Nov 2016, 17:30

Far better to do it as a text adventure, but hide the command bar and panes on the right so it looks like a game book.


RavianGamingIndustries
19 Nov 2016, 17:36

but I'm trying to make it a dungeon and dragons/ choose your own adventure style game so it's all based off the player's preferences and choices, if you don't mind, i've seen your posts on other forum topics and i trust you to help players, so if there is a way to pm you i could give you my company's account info so we can work together to figure this out


OurJud
19 Nov 2016, 17:48
RavianGamingIndustries said:
[...] so if there is a way to pm you [...]

Not with the new forum, I'm afraid.

But if you search the forum you'll find a number of threads detailing how to disguise a text adventure as a gamebook.

Such as this, for instance: https://textadventures.co.uk/forum/samples/topic/4772/how-to-make-a-text-adventure-look-like-a-gamebook


RavianGamingIndustries
19 Nov 2016, 17:51

So there is no way to have a player inventory in the gamebook option?


RavianGamingIndustries
19 Nov 2016, 17:52

also, i've already invested a lot of time into the game and I'm not really looking forward to starting over


The Pixie
19 Nov 2016, 17:58

Text adventures have a "world model", which means you can easily put in objects and locations. Game books do not have that. Game books are fine for simple games that are basically flow charts, but to be honest, you would be better with Twine (or Squiffy).

You can do hyperlinks in a text adventure. But maybe consider keeping the panes and/or command bar, because that makes it easier for the player to select weapons to use and creatures to attack, like this:
http://textadventures.co.uk/games/view/em15b32xd0o-y-ysvgrtcg/deeper

I cannot really help you with game books because I never use them because they alternatives are better. I can point you to a library and tutorial for adding combat to an adventure game, however.


hegemonkhan
19 Nov 2016, 23:36

for Game Book, you'd have to have everything as Attributes (and you only got two Objects to hold/contain/have those Attributes: the 'game' Game Object and the 'player' Player Object) instead of Objects, this can be done... but not easily


Niekitty
23 Nov 2016, 22:37

        As Hegemon noted, you COULD theoretically incorporate an inventory into a gamebook, but it would sort of set Your.Sanity=0.

        On top of having an attribute on the player object for whether or not each object is in your inventory, you would have to have some sort of permanently accessible page (or program a whole knew panel in the game code, directly) that would take you back to where you accessed it from, that would show your current inventory by way of a pile of IF statements that would each have an individual possible inventory item.
        I suspect there might be better ways to go about it if you're going to, but I don't know them.


Deckrect
24 Nov 2016, 14:53

For a long time i tried doing the same. I thought it would be more adequate just implementing an inventory and a sort of character record sheet to a Game Book, instead using a Text Adventure to fake a Game Book. I was completely wrong.

By using the tips here at the forum, you may quickly turn a parser game into something looking as a Game Book and it will give you a far better platform for working. Right now i am working on a game which is more like a Game Book than a parser game. But it keeps some conveniences for the designer and, if you wish keeping the command bar, at any moment the player may use the parser resource to try exotic things.

In usual, you will use exits as the choice links in a Game Book. I used this before and it works fine, even if at the moment i am implementing a different system using Objects. But it is just a matter of philosophy, and not actual software architecture.


OurJud
24 Nov 2016, 17:02

I'm not here to lose Quest users, but if you want to do a gamebook Twine is your best bet. That's what it's built for and the syntaxes are far easier to get your head around.


Deckrect
24 Nov 2016, 20:05

Is Twine better than Inkle?

By the way, for what her needs, i think using Quest is far more easy than using Twine. All he needs is using an inventory for a Game Book. It is better adding the lines that removes the compass and the command bar and be happy.