Mapa mental
Text-based Adventure game
Conteúdo do mapa
Text-based Adventure game
Prescribed Criteria
- • Your story must have at least 10 different variables in total
- Make a text-based adventure game
- The story must have at least 10 variables
- All variables must be different from each other
- Create the game in python using Thonny
- • You must have at least two choices for each input. IE. Yes | No, Left | Right, Buy | Sell
- Must have at least 2 choices
- Each choice should take the story in different directions
- Give the user choices
- • You must use a WHILE Loop
- Create a while loop to check if conditions are true
- Use at least one while loop
- • You must use variables that match your storyline
- Create a good storyline
- Match data types to the story
- Use variables to hold information related to the storyline
- • Your story must have at least 10 different variables in total
Self Determined Criteria
- Create a story line that is interesting for the user
- Create a story line
- Story line must relate with user's interests
- Must keep the user entertained and thinking about path choices
- Game must include a line that lets the player know they either won or lose
- Must be able to either Win or Lose the game
- show depending on whether the player wins or loses the game
- When player loses tell them to try again
- Create a story line that is interesting for the user
Ideas for story
- Life counter
- Life counter is a variable in the code that tracks how many “lives” the player has left before the game ends.
- print("Invalid choice. Try again.") health = health - 1 print("You lose 1 life.") if health <= 0: print("You ran out of lives! Game over!")
- Life counter is a variable in the code that tracks how many “lives” the player has left before the game ends.
- Text-based images
- A text-based image (ASCII art) is a picture created entirely by using keyboard characters like letters, numbers, and symbols.
- █▄██▄█ █▄█▄█▄█▄█▐█┼██▌█▄█▄█▄█▄█ ███┼█████▐████▌█████┼███ █████████▐████▌█████████
- A text-based image (ASCII art) is a picture created entirely by using keyboard characters like letters, numbers, and symbols.
- Medieval Story
- The medieval theme means the story is set in a fantasy world from the Middle Ages, with castles, a dragon, and a heroic quest to save a princess. This creates a classic fairy-tale where the player must act as a brave knight to overcome dangerous obstacles using simple tools like stones or swords.
- This story is a medieval adventure where the player makes choices, like going to a castle or crossing a swamp. Depending on their decisions—fighting a dragon or accepting help—the story changes. Variables track these choices, and the game keeps running until the player wins, loses, or runs out of lives.
- The medieval theme means the story is set in a fantasy world from the Middle Ages, with castles, a dragon, and a heroic quest to save a princess. This creates a classic fairy-tale where the player must act as a brave knight to overcome dangerous obstacles using simple tools like stones or swords.
- Life counter
Existing Text-based Adventure game
- Hitchhiker's Guide to the Galaxy
- The Hitchhiker’s Guide to the Galaxy is a funny science fiction book by Douglas Adams. The story begins when Earth is destroyed to make room for a space highway. The main character, Arthur Dent, is saved by his friend Ford Prefect, who turns out to be an alien.
- The plot can feel a bit messy and random, which might be frustrating if you prefer a story that follows a clear path. Also, the specific type of dry, sarcastic humor might not be for everyone, especially if you are looking for a more serious adventure.
- The book is famous for being hilarious and having strange, memorable characters that make the story very fun to read. Its clever jokes and unique style make it one of the most famous and quotable science fiction stories ever written
- The Hitchhiker’s Guide to the Galaxy is a funny science fiction book by Douglas Adams. The story begins when Earth is destroyed to make room for a space highway. The main character, Arthur Dent, is saved by his friend Ford Prefect, who turns out to be an alien.
- The Dreamhold
- Dreamhold is a classic text-based adventure game designed as a beginner-friendly tutorial for the genre. Players explore a mysterious, magical castle, solving puzzles to uncover their identity and escape.
- Dreamhold is an excellent introduction to text-based games because it teaches you how to play through fun, well-designed puzzles. The mysterious castle setting is very atmospheric and makes you feel like you are truly exploring a magical world.
- Because it is designed as a tutorial, the game is quite short and may feel too simple for experienced players. The focus on learning how to play means the story is not as deep or complex as a full-length adventure game.
- Dreamhold is a classic text-based adventure game designed as a beginner-friendly tutorial for the genre. Players explore a mysterious, magical castle, solving puzzles to uncover their identity and escape.
- Hitchhiker's Guide to the Galaxy
Algorithm Constructs
- Sequence
- Sequence is where instructions are executed one after another in a specific order. The computer performs the first step, then moves to the second, and continues down the list until the task is complete.
- A simple example of a sequence is making a cup of tea: Boil the water. Put a tea bag in a mug. Pour the hot water into the mug. Add milk and sugar.
- Sequence is where instructions are executed one after another in a specific order. The computer performs the first step, then moves to the second, and continues down the list until the task is complete.
- Assignment
- Assignment is the process of storing a specific value or the result of a calculation into a variable so it can be used later. It acts like a label for a container, allowing the computer to “remember” information while the program is running.
- If you write score = 10, the computer assigns the value 10 to the variable named score. Later, if you write score = score + 5, the computer updates the value to 15.
- Assignment is the process of storing a specific value or the result of a calculation into a variable so it can be used later. It acts like a label for a container, allowing the computer to “remember” information while the program is running.
- Selection & Conditioning
- Selection and Conditioning is when a program makes a decision based on whether a statement is true or false. It uses “if” statements to choose which path to take, allowing the computer to react differently depending on the situation.
- In a game, you could use selection to say: “If the player’s health is 0, then end the game; otherwise, keep playing.”
- Selection and Conditioning is when a program makes a decision based on whether a statement is true or false. It uses “if” statements to choose which path to take, allowing the computer to react differently depending on the situation.
- Iteration
- Iteration is when a computer repeats the same set of instructions over and over again. Instead of writing the same code many times, you use a “loop” to tell the computer to keep going until a task is finished.
- If you are playing a game and need to collect 10 coins, the computer uses a loop to say: “Check for a coin, add it to the total, and repeat this until the total reaches 10.”
- Iteration is when a computer repeats the same set of instructions over and over again. Instead of writing the same code many times, you use a “loop” to tell the computer to keep going until a task is finished.
- Modularisation
- Modularisation is the process of breaking a large, complicated computer program into smaller, manageable pieces called modules. This makes coding easier because you can fix or reuse these parts without having to rewrite the entire program.
- Think of a video game: instead of writing one giant block of code, you create separate modules for “Player Movement,” “Score Tracking,” and “Enemy AI.” If you want to change how the player jumps, you only need to edit the “Player Movement” module without breaking the score or the enemies.
- Modularisation is the process of breaking a large, complicated computer program into smaller, manageable pieces called modules. This makes coding easier because you can fix or reuse these parts without having to rewrite the entire program.
- Sequence
Coding Constructs
- IF Statements
- If Statements are used to make decisions in a program. They check whether a condition is true or false. If it is true, the code inside the “if” block runs. If not, it skips that part.
- If the player clicks a button, the game says: “You win!” But if the player doesn’t click the button, it says: “Try again.”
- If Statements are used to make decisions in a program. They check whether a condition is true or false. If it is true, the code inside the “if” block runs. If not, it skips that part.
- FOR Loops
- For Loops are used to repeat a block of code a specific number of times. You tell the computer exactly how many times to run the loop, and it automatically stops once it reaches that count.
- If you want to count to five, you use a “for loop” to say: “Start at 1 and repeat the action of printing the number until you reach 5.”
- For Loops are used to repeat a block of code a specific number of times. You tell the computer exactly how many times to run the loop, and it automatically stops once it reaches that count.
- IF Statements
Informações
- Descrição
- Mapa Mental sobre Text-based Adventure game, criado por Joshua Thomas em 22-04-2026.
- Criado por
- Joshua Thomas
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