Tutorial on Programming Text Adventure Games for Commodore 64

Retro Game Coders

In the previous section of this series, we created a C64 text adventure that was more of a “choose your own adventure” style. Now, let’s explore writing a true text adventure for the Commodore 64 using BASIC.

To create a minimal text adventure, we need the following elements:
1. Navigable map represented in data.
2. Descriptions of locations.
3. Objects to interact with in those locations.
4. Inventory.
5. Text input parser.

One approach to representing the map is using a linked list structure instead of a traditional 2D or 3D array. This allows for more flexibility in the player’s movements and interactions. Objects can also be linked to specific locations using arrays.

For the text input parser, we can check for verbs and nouns to determine the player’s actions. By splitting the instructions into verbs and nouns, we can handle various commands such as movement, picking up objects, and examining the surroundings.

The code provided above demonstrates the initial setup for a text adventure game on the Commodore 64 using BASIC. It includes functionalities for player movements, object interactions, and room descriptions. By expanding on this code, you can create a more engaging and complex text adventure game with additional features like winning conditions, scoring, and hidden elements.

If you want to further enhance the game, consider adding features like winning conditions, scoring based on efficient gameplay, and closed or hidden doors to add more challenge and depth to the adventure. Sharing the game with others can also help spread the fun and enjoyment of classic text-based adventures.

Original article by retrogamecoders.com

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