Text Game: Custom Story, ASCII Art, and Savable Progress
First of all, thank you for opening this. I've spent the past 6 months or so working on this, as all I have right now is a Windows 7 Dell laptop and an iPad. I'd love to buy a nice desktop to make real games on, but I just don't have the money for it (yet).
Essentially, this is a game engine, with a custom text serializer and deserializer, which I titled Omni. That is used not only to save progress, but to create game files as well.
If you want to save your progress, you might need to Fork this repl. II have not had the chance to test it yet though. If you save your progress you'll be able to leave the page, and come back to keep playing later, as the game is a slightly large game, for a text game. (Probably only if you fork it though.)
I have created a sample game, which I titled "The Final Frontier". It is a game that takes place in space, with the objective of saving Earth from the evil space squid king. (Dont ask where I came up with that.)
Please enjoy, any suggestions or such are highly appreciated.
With the ability to save progress, are you doing this locally or on the cloud? If you are doing locally how? Because I have attempted to write local data from the repl.it servers before but, couldn't get past getting the systems name because it would always return the server name... This was in Java though and NOT C#.
@Zeune First, sorry for the late response. Second, all I did to save progress was write all the content to a txt file and then read it back, so it is completely local. Usually I would have just used Json to do this, however I couldn't figure out how to get that to work on repl.it, so I made my own object serializer/deserializer, which, by the way, took forever and I probably restarted on it like 5 times. I wouldn't have a clue how to do that with Java. All it does is write each public property of each object and then prints it out, and does the opposite for loading it.