A downloadable game for Windows and Android

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This is a text adventure game built to be fully customizable with minimal effort.

How to customize:

    Open either "objects.toml" or "use.toml" in a text editor

objects.toml

    To create a new object, choose a unique id and name:

[0] <- object id
    name = "basement door"  

That's it! Unless you wanted to look at it. In that case, put it in a room:

[1]
    name = "basement"
    children = ["basement door"]

Object names and ids are interchangeable internally:

    children = ["0"]

And objects can exist in multiple rooms at once:

[1]
    name = "basement"
    children = ["basement door"]  
[2]
    name = "hallway"
    children = ["basement door","vase"]

You can assign variables to the objects, so long as the values aren't text:

[3]
    name = "vase"
    some_number = 3.1415926535
    some_list = ["basement","hallway"]
    some_table = {"some_value" = 3}

Why not text? Well, that's how you define directions:

[1]
    name = "basement"
    north = "hallway"  
[2]
    name = "hallway"
    south = "basement"
    in = "vase" 
[3]
    name = "vase"
    out = "hallway"  

But of course, you'll want to play the game you've created:

[4]
    name = "me"
    player = true

And to pick stuff up:

[3]
    name = "vase"
    item = true

There's more in the provided objects.toml file, but for now, you want to do something other than move and grab stuff, right?

uses.toml

This file specifies how objects interact with the "use" command.

First, specify which objects are being used:

[0] <- use id
    objects = ["rock","vase"]

Then you determine the outcome:

    destroy = ["vase"]
    print = "You broke the vase."  

Which may involve creating things:

    [0.create.0]
        name = "vase shard 1" 

And that involves the same format as above!


Version Differences

  • Version 1.0 - Initial release
  • Version 1.1 - Bugfix, should not crash upon startup.
  • Versions 1.0 and 1.1 were built on Android, and thus have only been tested there.
  • Version 2.0 - Windows version released.
  • Version 2.0 allows you to load your own modules written in Python.
  • Version 2.1 - Fixed some bugs

Crashes and other bugs

Crashes, or bugs that would otherwise crash the game are stored in the "exceptions" folder. If one does not exist, it will be created. The created file contains the traceback - that and a rough explanation of what you were doing when it happened would be greatly appreciated!

Other notes

  - You can use the command "boot [objects filename] [uses filename]" to load any new file in the same folder (or subfolder or sub-subfolder...).

  - Read the "new_objects.toml" and "new_uses.toml" files. They have a little more information regarding how to create your own text adventure.

  - I may have specified "room", but the program absolutely doesn't. You can put a rock inside a knife if you wanted.

  - In version 1.0, not specifying a player object causes an  endless cycle where you'll never get your turn, even to quit. This is fixed in later versions which simply raise an error.

- Versions 1.0 and 1.1 were built on Android, not Windows.

- For Android, the python interpreter I suggest is "PyCode" on the Google Play Store.

Download

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Click download now to get access to the following files:

mta2.1.zip 21 kB
mta_2.0.zip 21 kB
modular_text_adventure_1.1.zip 9.8 kB
modular_text_adventure.zip 8.9 kB

Development log