This game wasn't something that had any planning to it at all-- I didn't make a game design
document or anything. In a way, that was fine because it was meant to be a brief demo (it was
basically "improv programming"), but still making game design documents is a good skill to have.
Doing a demo as a text-adventure is very dated. Not many people play these games anymore
(although there are fans online that still make text adventures and old-school gamers have a fond
rememberance of them [well, some old school gamers]).
The initial version of the program had a bug-- after winning the game, it ended automatically,
making it near to impossible to read the final text. This was solved with a simple "Press Any Key"
feature, but it should have been done initially.
The game is way too short-- there isn't much of a story. That's kind of the point, but it isn't
a real good example of my "interactive story-telling skills" or however you want to put it.
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