If you want to expand the audience for your text adventure game, and have the chance of winning something unusual (or maybe even some money), consider entering it into a competition - of which there are a few coming up.
The IFComp is now in its 18th year. People have already donated prizes which range from a $100 Amazon gift certificate to a box of Belgian chocolates and a remote tarot reading. (I would expect even more to be donated over the next few months - check out last year’s list). Sign up by 1st September, and ensure you submit your entry by 29th September. This is a great way of getting feedback on your game too, as there are usually a lot of detailed reviews posted of the IFComp games.
There is also a competition called Herbtslaub for German language games. Quest fully supports creating games in German, so why not give it a go if it’s a language you speak - prizes so far are a Matchbox car (for all participants) and a 7” vinyl single, which already sounds more exciting than the couple of books that were on offer last year.
You should be able to enter these competitions by submitting the .quest file that is generated when you use the Publish tool in Quest. You don’t have to publish your game on textadventures.co.uk if that would break competition rules - if you want your game to be playable online without having its own review page on this website, contact me and I’ll upload your game to a separate area of the website and send you a link.
Let me know about any other text adventure/interactive fiction competitions and I’ll link to them from this blog. Good luck!
I had the great pleasure on Tuesday of leading two workshops on Quest at Games Britannia, the schools videogame festival held at the impressive Magna Science Adventure Centre - a former steelworks in Rotherham.
Each workshop lasted two hours and there were about 15 children in each, with a range of ages maybe from about 8 to 15. Out of 30 children in total, only 3 had ever even heard of text adventure games before.
To get them familiar with how a text adventure works, I got them to spend the first 20 minutes playing Escape from Byron Bay. At first the groups were very quiet as they read the introduction to the game and started trying things out, but things quickly became more animated as the children started asking each other for help and shouting out as they solved puzzles. It almost seemed a shame to stop them before they completed the game, but time was tight and I wanted to get them started on creating their own!
Each student had their own laptop - some using the desktop version of Quest and some using the web version. I gave the students a quick overview of how Quest works - how to add rooms and objects to a game, add exits, set object descriptions, and allow objects to be takeable. This only took a few minutes to demonstrate and was enough to get the children started on mapping their own small game worlds.
I certainly didn’t need to help anybody choose what to write - the creativity of the children was amazing. They were bursting with ideas, and quickly set about creating their rooms and objects.
I then gave a quick demonstration of scripting - showing how to display pictures, and how to add a small puzzle (using an “if” script to allow an object to be picked up only if the player has already taken another object).
After that, I let the children carry on building their games, answering questions that came up - sometimes giving quick demonstrations to the whole group when topics came up such as containers, or adding verbs. I was impressed at how much ground we covered in the space of a two-hour session, especially given where we had started, from zero knowledge even about the existence of text adventure games in the first place.
It was also really useful for me to see more children using Quest for the first time - a free usability testing session! I’ve definitely gained some new ideas about things I can improve. One attendee even managed to consistently reproduce a bug in the desktop version of the editor which I hadn’t seen before.
The feedback from the sessions was really positive, and I hugely enjoyed them too. I would be happy to run a similar session again, so please do contact me if this is something you’d be interested in (or if you’d like more information on running a similar session yourself).
I’d also like to extend huge thanks and congratulations to the organisers of Games Britannia, who have worked incredibly hard with limited resources to put together an amazing event - truly inspirational. Also thanks to Andy Stratton (who was running his own Quest workshop on Wednesday) for helping the workshop run smoothly.
Thanks to Francesco Cordella and Luca Salvicchi, you can now create Quest games in Italian.
This is now live on the web version of Quest, and will be added to the next release of the desktop version.
This brings the total number of supported languages to seven:
It is great to see Quest making non-English text adventures possible - and it’s nice to see the first non-English games being published on the site. Recent additions include:
I look forward to seeing even more - as well as bringing text adventures to audiences who may not speak English, I believe this kind of game could be a great resource for teaching foreign languages too.
It would be wonderful to have even more translations - Welsh, Russian, Chinese would be very interesting additions. How do you create a translation? It’s as simple as editing a text file. The page Translating Quest on the wiki has details, and I’m happy to help with any questions you may have.
For full details of what’s new in this version, see the Quest 5.2 Beta announcement. The only things changed since the beta are:
The main focus for this release was adding that second option - Quest 5.1 was Windows-only, and the main new feature of Quest 5.2 is that it is now available everywhere.
But I, and a couple of contributors, did find some time to add some other new features to Quest too:
Gamebook mode. This lets you create “Choose Your Own Adventure”-style games in Quest, in addition to text adventure games. There is more information in the announcement blog post. I’ve added a couple of small features since that post - you can now easily add YouTube videos into a gamebook, and you can also incorporate links to external websites.
Two-object verbs. It’s now much easier to set up commands like “hit nail with hammer” or “light candle with match”, using two-object verbs.
Inventory and container limits (contributed by Pertex). The concept of a “limited container” has been extended, so you can now limit by volume of objects as well as number. For example, a bag might be able to hold 20 apples but only one bowling ball, and it’s now easy to set that up. When an object is a limited container, you can specify the maximum volume that a container can hold. For objects that you might put inside a limited container, on the Inventory tab you can specify their volume.
These limits have also been extended to the player’s inventory. Select the player object, and you can specify the maximum number of items that are allowed in the inventory, as well as the maximum volume.
Multiple switch case expressions (contributed by James Gregory). When using the “switch” script command, you can now specify multiple cases separated by commas.
Customisable room descriptions. On the game editor, Options tab, you can now specify the order of elements in the generated room description. So you can now move the exits list after the description, for example.
Health and score. It’s now easier to have health and/or score on-screen, as you can now simply turn these on from the game options without having to set up the status attributes yourself.
There are new script commands for increasing and decreasing health and score. Also, when health is enabled, the object options tab has a new “Health” section which lets you specify that an object can be eaten. If the object can be eaten, it can add or subtract health points from the player.
First time scripts. It’s now easier to run a script just once, the first time something happens - such as the first time the player speaks to a character, uses an object, etc. Previously you would have to create flags for this, but you can now simply add a “First time” script command which handles it all for you.
Easier introduction scripts. There was a change to how “wait for a keypress” (and other functions such as asking the player a question) worked in Quest 5.1, which made it difficult to insert a pause before moving the player to a room. This made it difficult to create introductory text in a game, as the player would be moved to the start room before they had pressed a key. This has now been addressed in Quest 5.2, as the core library uses a new “on ready” script command to move the player into the start room only after any waits etc. have been completed.
Hide/show objects. Previously, if you wanted an object to appear mid-game, you would have to move it from another room - maybe a dummy room used for the sole purpose of containing objects that aren’t “there” at the start of the game. In Quest 5.2, you can now hide and show objects - in a similar way to how this worked in Quest 4.x and earlier. There are new script commands for making an object visible or invisible, and there is a new checkbox on the object setup tab so you can make an object hidden at the start of the game.
Other new things:
Many thanks to those who have contributed to this release - Pertex, James Gregory and Francisco Orta. If you’re interested in contributing, please take a look at the Developer page and Developer forum.