Create a text adventure by creating and linking together different types of resources. The various resources are as follows:
- grids
- A grid represents the whole text adventure, and everything else falls under it.
- tiles
- A tile represents a single area or room, that will have its own description and show up as a single tile on the world map.
- characters
- A character represents an entity in the world that can be added to tiles (they will appear there) and can be given dialogue events.
- items
- An item can be added to tiles or events, defining how the player acquires them, and can also be linked to locks, as a requirement for "unlocking" the lock.
- events
- An event can be triggered by a character (e.g. character dialogue) triggered by a specific tile (during exploration), or triggered by moving through a gate. Events can grant items, lock or unlock locks, and can have a lock as a requirement to be triggered. Also, events can have other events as children, for creating dialogue trees or decision trees.
- gates
- A gate is the connection between two tiles. Adjacent tiles can have two gates between them- each gate is one way. each gate can trigger events, and be locked by a lock.
- locks
- A lock can be locked or unlocked by events, can be unlocked by an item, and can be linked to gates and events as a requirement. While it can be used literally as a lock (whether a gate is locked or unlocked) it can represent anything with two states, such as whether a player has seen some other event or dialogue. Use locks as flags for any content that needs to be hidden or shown based on some condition.
This is all very abstract, so to see how these pieces fit together, let's go through an example.
[under construction]