3D RPG Text Adventure (no .. really, I promise: 3D)
Hashcode (182)


1. WHY UP-VOTE? If you play the game and like it, please give it an up-vote so more people can see and enjoy it. The REPL "Talk" screen sorts projects by a ratio of AGE vs. UP-VOTES.
2. Don't forget to REST when you've taken damage after a fight!

[ STATS: ]
As of 2020-03-22:

  • Over 8,000 lines of complex class-based Python code
  • ~800 total characters created
  • ~80 characters played >= 0.01 day (longer than ~8 minutes)

Hello fellow REPL'ers,

A while back, I shared my initial idea for creating a 3D maze game. I took that idea and combined it with an RPG Text Adventure I've been working on for a while. Here's the result!

NOTE: Game is best played in a full screen window due to the 3D perspective "window" in the upper right corner:

Typical text adventure commands can be used to move (such as north, west, etc), however you can also use the cursor buttons:
Up: Move forward
Down: Move backwards (doesn't change facing direction)
Right: Turn to the right
Left: Turn to the left

While the graphics seem VERY simple, it is in-fact a 3-layer rendering engine. If portions of the first layer are transparent (such as an opening in a wall) then the contents beyond are rendered. This means when you open a door, the contents of whatever is beyond that door will be shown, etc.

Currently, the engine can render: walls, a few kinds of doors, archways, torches, caverns, bridges and more.

Don't forget: You will still need to read the text side of the screen for room descriptions, NPCs and other information.

The RPG includes:

  • Save / restore characters
  • Custom character creation
  • Multi-layer armor
  • Skill-based fighting
  • Tick-based engine where things happen when you aren't typing ("tick" is around 10 seconds)
  • Day / night cycle
  • NPCs can be talked to
  • Quest tracking

Lastly, the game is clearly not complete. I work in my spare time on:

  • add "room objects" like levers which can be pulled or paintings that can be examined, etc
  • filling out the map
  • add more "frames" to the rendering engine
  • add more quests and items (eventually you will leave the Keep to adventure in the Borderlands)

I would guess there's enough in the game to play through the first 30-40 minutes or so (including the rat warrens).

Let me know what you think!

PS: Don't forget to play the game in a full screen / large window:

PPS. If you get injured, use the REST command (while not in combat) to heal up.

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LizFoster (369)

So, I've played a bit more, up to where I've gone through the warren twice, and now have the Morningstar (I am going to play until I get the chainmail armor), and I have a few more suggestions:

  • Make the [YOU FUMBLE YOUR {WEAPON}!] text a more noticeable
    color, as I've gotten messed up because I didn't notice I was
    punching everything.

  • When multiple of the same item are in one place on the ground,
    make it so you can choose how many to pick up (so if there are
    '[2] rat fur' on the ground, when you say 'get' and '1,' it
    asks 'How many?' or something like that).

  • Make it so that the nasty-looking, large-nasty-looking, and
    guardian rats all give less of a reward (and only have a
    chance of dropping their fur), but also have a slight chance
    of respawning every time you move a few spaces. However, as
    soon as you kill the Noble Rat in the bedroom, the rats
    stop respawning for a certain amount of time (maybe an ingame
    day?). That prevents you from farming SP from their furs as
    efficiently, and once you go for the SP from the Noble Rat,
    you have to wait to get furs again.

Just a few ideas ( ^ ^ * ) Have a good day.

Hashcode (182)

@LizFoster Let's see:
1. Good point. Maybe this could be 2 changes: highlight the "FUMBLE" message. But also change the "punch" color in the attack menu to something like yellow (similar to the "stand" command when you are on the ground).
2. I will look into asking how many of the items a user wants to pick up (similar to sell) -- I don't think this should be too difficult.
3. I was considering this change, but was holding off till I had more content in the game. Let me noodle on the best way to avoid players closing and restarting the game to retrigger mobs.

LizFoster (369)

@Hashcode Alright:

  1. Yes! That makes sense, as that yellow text draws the player's eyes much better than the white does.

  2. Great! Thank you, ha ha ^ ^

  3. Well, since you save the time of day to a player's save data (I'd assume), you could make it so that the warren resets at midnight/noon every (or every other) ingame day. How does that sound?