If Text Then Code

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EscapeTheMaze.py – Reflection #1

September 26, 2016 by Jingya Wu

Our project a basically a maze combined with room-escaping game, with narrative associated to it to make the background richer and more attractive to the players. We haven’t really decided completely on what the narrative would be, but we have roughed out a character who suddenly find him/herself in the middle of a set of strange rooms and is trying to get out of the place through a door located at one end of the rooms. The conflicts we were building for the character include a variety of challenges and traps that need to be solved in order to get the hints and tools to escape. The room connected to the final door will be locked, in order to find the key, player will need to go through each of the other room, in a carefully planned order based on the hints he/she will receive. Otherwise, the player might be trapped, and this can happen in a variety of ways. For instance, there will be a fierce dog in one of the rooms, and the player will be warned by a danger sign as well as a sentence like, “You are approaching the door and you hear the barking from a starving dog.” The player will then want to make sure he/she has gotten the necessary tools (a delicious bone in this case) in hand before entering these dangerous rooms.

It is extremely important to think about the way that we are conducting the information to the readers/players of our text game. Just like mentioned in the New Narratives, we are currently transitioning to a digital age, where hypertext is becoming more and more popular and powerful than the traditional printed books. Our text adventure game kind of lies in the middle ground of the constructive and the exploratory hypertext. The players won’t be able to modify the overall structure of the game, that is, the rules of the game is fixed, and this is the exploratory aspect of the game. However, the player will “develop a body of information which they map according to their needs, their interests, and the transformations they discover as they invent, gather, and act upon that information”, which makes the text adventure game a constructive narrative as the same time.

In our team, Jake is an Economics major as well as the only native English speaker, and thus is a better communicator than Duoyang and me, so he will probably be writing more about the narrative and the text for the background story. Duoyang is an Electrical Engineering major, and is good at planning the storyline and the logic behind the scene, and thus will be doing more of the storyline planning. As a Computer Science and Engineering major, I really enjoy and am good at coding, thus I am very happy to contribute more to the programming part of the game and try to see how we can make the game more interactive and visually appealing to the players from the coding perspective. There are lots of benefits of working collaboratively in a group of three. Since the three of us come from different backgrounds and fields, we have a variety of expertise and thus can cover each other’s weakness. In addition, while we are trying to make everyone do some of everything (planning the storyline, writing the narrative, programming the game, etc), we can learn from each other and improve ourselves in the areas that we were not as good at as the other two. However, it is sometimes challenging to make all three of us make similar contributions in every aspect of the game, as we always tend to stay in our comfort zones and only do what we feel comfortable doing.

Below is a sketch of the storyline of our text adventure game:

img_20160922_105511

Filed Under: Reflection #1, Reflections Tagged With: digital humanities, maze, text adventure game

Reflection

September 25, 2016 by Neil Lin

In 2022, the player and two other students who have graduated from Bucknell University for two years. The set of another two virtual characters is for giving advice and help to the player, then the player could decide which of guide he or she may follow. The background is about implementation of the TPP, Trans-Pacific Partnership Agreement, which was signed by US government in 2018. The economy situation gets worse and worse for the tremendous decrease in exports and imports for this act, and the unemployment rate gets another highest level comparing to the Great Depression. The three main characters are struggling in living for both student loan and hyperinflation. At this time, all three go back to Bucknell campus, seeking for any job that might be available. They accidentally find a letter lying in the mailbox they used to use. After playing number guessing game, they finally open the mailbox. The letter says: “follow the whale”. They start a journey to work for a gang in Hong Kong to steel an artifact in a museum to make money. The main conflicts are to avoid being noticed for example choose a discreet movement, and to open the safe case using Caesar cipher.

Due to the definition of “exploratory hypertext” by Joyce,  which means the text itself is changing every time with the reader’s reaction. This functions on our project. The player should read the instructions and understand the facial expressions of virtual people. Then he or she might give a corresponding action whether to pass by or to talk to them naturally to cover his or her identity as a thief. “Collaborations are both the work itself and the series negotiations between collaborators that govern the work’s creation.” (Rettberg, P194) Our game ,just like collective work, needs a lot of collaborations between the player and the other two virtual characters which are set by code. While we communicate by codes and series of texts and choices.

There are many benefits to work in Group 2. I am a first-year and this is definitely the first time I deal with computer science, and Dale has experienced a lot with Python, so he is the main director of codes. Ella and I are in charge of thinking and modifying the main story line and writing the text in the game. While, the biggest challenge for me to work collaboratively is to understand what the concept they were talking about. The cultural difference is unavoidable for example when we were brainstorming, they could easily talk about hundreds of movies that I have never heard of before. While finally, we didn’t apply any one of them and agreed with the story now it looks like.

The whole idea is inspired by the game I played during class called “Sherlock Holmes and the Indecipherable Cipher” in playfic.com. So we also put some other virtual characters to give some clues to the player, decreasing the difficulty of the game and directing him or her to what is supposed to do, other than doing a lot of codes to cover every possibilities. Also “follow the whale” and the character’s name “Neo” are inspired by the movie “The matrix”. “Follow the whale” gives the player the direction and clue what he or she needs to do next and shifts the set location to Hong Kong. But why Hong Kong? It is just for the reason that based on my knowledge Hong Kong is the right place to steel artifacts and breeds lots of gang.

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The game is going to be reality.

Filed Under: Reflection #1, Reflections Tagged With: #literature, digital humanities, gaming, reflection

The Best Text Adventure Game of Them All

September 20, 2016 by Duoyang Huang

Our group project is a maze escape text game based on Python. We have come up with the general ideas and designing of the game. Since the setting of the game is in a maze which contains 10 different rooms, it is almost impossible to explain without a graph.

img_20160922_105511

The protagonist would wake up in the center room at the start of the game. The player would be provided with some instructions at the beginning of the game, such as “The way to escape is in north”, and “Here is a list of verbals that you might use in this game: …”.  On this picture, there are useful items located in different rooms. For example, a key is needed for opening the door, while the key is locked in a locker which requires a code, and the code is written in a book where guarded by a dog. To reach the final destination, the player must utilize all the useful tools which can be found in different rooms. Before entering each room, a description or warning would appear on the screen, like “the room is completely dark” or “there comes the sound of a hungry dog”. There will be names and descriptions for each room on another drawing soon. To increase the difficulty of the game, there will be useless items and extra information as well. They would be shown on a third picture.

We have not yet come up with a complete background story for the game. But the fundamental logic is rather simple: you are trapped in a place with only limited food and you have to escape from there! You will win by escaping the door of the maze and lose by either eaten by the hungry dog or beast, fall into the river, or have no more food to consume. Our next plan is to write all the words that would appear in the user interface and design a block diagram which encodes all different states and changes of states based on user input. With these foundations, I believe we will write the program much faster! We think we should do most of the project together so that all of us three would get some knowledge and practical experience for all aspects of the project – designing, imagination, programming, and logic. However, since each group member is coming from different majors, each can focus more on his/her own favorite parts. Jingya is a CSE major and she likes and is good at programming, so we believe she can write more code in Python. Jake is an ECON major and hes is good at planning and communication, so it is reasonable that he will write more texts for the game. I am an EE major and I have taken some courses in block diagrams and state transitions, so I think I will be able to design the logic of the game. Since we are all from different background, we will enjoy even more benefits of working as a team besides sharing our ideas and reviewing each other’s work. There could also be challenges of working collaboratively, such as insisting on one’s own idea without concession or relying too much on other members.

Actually, before thinking about our own game, we all have played quite a few games on text games online. We got quite a bit inspiration from those games. Additionally, we evaluated each game we played and would try our best to learn from their strengths while avoiding their weaknesses. For example, some game descriptions were too general and we could not figure out which words we could actually use; some games were too easy that we would not want to play again once we figured out the strategies. Therefore, we would provide a list of possible vocabularies, extra information an items, and more than one way to win the game.

It is tempting to aim at fun and excitement as the goal of the game, but we could not forget the fundamental pursuits of literary gaming. According to Astrid Ensslin, literary gaming combines various techniques and game design to “explore the affordances and limitations of rules, challenges, risks, achievement-drivenness, and other ludic structures” (Literary Gaming: Introduction). Also, as we are going to publish our project onto the Internet, we have to be aware of our roles as authors of digital publication. The updating of our work would be like an ongoing conversation with the players and our game would be transparently evaluated by players of different tastes and skills (Bronwen Thomas, Harry Porter Fanfication and Narrative as a Participatory Process). Hence, it is important for us to be aware of our roles and aims of doing the project and not deviating from them.

Finally, having talked so much about text games, what on earth are they? Below is a game called Door that we played one Playfic, which we took some inspiration from.

door

Filed Under: Reflection #1, Reflections Tagged With: digital humanities, digital literature, maze, room escape, text adventure game

HUMN 271

Bertrand 012
TR 9:30-11:20am
Dr. Diane Jakacki

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