Re: what language to code a text adventure?
You can use any of those as long as you can find the add-on for it. I use Wingit and the add-on I listed supports a bunch of interpreters; shame it's not more easily found. Regardless, any interpreter with speech output and/or an NVDA add-on is fine.
If combat is not a big part of your game, then don't worry about combat at all. At worst, you can make it a clever puzzle-a scripted sequence with lots of amusing deaths unless you figure out the 5 or 6 specific things needed for victory. Unless you have a bunch of enemies that require fighting (please don't), it's worth the time to do something like that. Counterfeit Monkey, for example, has almost no combat-the things that involve enemies involve figuring out how to get past them through subterfuge and deception and cleverness with language. Curses does have some combat, but it's what I just said-in the cases of Curses, you get 10 different rods that do things and a b
unch of other puzzle pieces, and at least one fight-like sequence centers around realizing that a pill you found earlier will save you from deadly poison gas or something along those lines (it's been a while and curses does very, very odd things to the brain of the player).
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