Text of Duty by psychicparrot
It's a text-based FPS. Well, just most of the training level. Didn't get in nearly as much as I would have liked (I really wanted to blow some stuff up!) as learning to use Inform7 and putting together all the actions and set pieces took me a lot longer than I thought.
This is my first interactive fiction since I wrote a text adventure for the ZX Spectrum back in 1987. This was a much nicer experience, though, since the tools we have today for this stuff are awesome.
Building this reminded me of how much I loved making adventures back in the 80s and how much fun it is to not have to worry about graphics and 3d models and all those things. The scenery is infinite and there are almost infinite possibilities even on the lowest budget. Having that freedom was pretty cool and I had a great time making this.
I decided on a remake of the first level of Call of Duty because I wanted to see what such a visceral experience would be like in text and whether or not the actions you perform in an FPS would translate to a completely different interface. I didn't get as far as I'd liked, so some of the things I wanted to see will have to wait longer until I can find time to try them out (grenades, aiming down the sights, 'chunks' of combatants to get through before progressing etc.).
For now, though, enjoy the taste of an FPS in Text of Duty. I hope it amuses you for a few minutes, at least. I can't wait to get back to working on it - this text stuff is FUN!
This is my first interactive fiction since I wrote a text adventure for the ZX Spectrum back in 1987. This was a much nicer experience, though, since the tools we have today for this stuff are awesome.
Building this reminded me of how much I loved making adventures back in the 80s and how much fun it is to not have to worry about graphics and 3d models and all those things. The scenery is infinite and there are almost infinite possibilities even on the lowest budget. Having that freedom was pretty cool and I had a great time making this.
I decided on a remake of the first level of Call of Duty because I wanted to see what such a visceral experience would be like in text and whether or not the actions you perform in an FPS would translate to a completely different interface. I didn't get as far as I'd liked, so some of the things I wanted to see will have to wait longer until I can find time to try them out (grenades, aiming down the sights, 'chunks' of combatants to get through before progressing etc.).
For now, though, enjoy the taste of an FPS in Text of Duty. I hope it amuses you for a few minutes, at least. I can't wait to get back to working on it - this text stuff is FUN!
Ratings
| Coolness | 21% | 7 |
| Fun | 3.30 | 13 |
| Gameplay | 3.00 | 15 |
| Presentation | 3.00 | 18 |
I really liked having to kill the Sgt. at the end. I think that's the first thing that most of us do in any FPS (Kill the non hostile npcs). I would've liked to be able to talk to the Captain and look at the clouds in the sky though :)
Overall, fantastic use of Inform7, I'm happy that you had so much fun working with it. Don't stop now: this could become a really cool game - I'd love to see a future version.
So impressive. Keep up the awesome work.
Now you just need to improve the whole thing, sounds for a better immersion, maybe some visual art (not necessary at all) and a better interface.