Java
Swing – ASSORTED APPLICATIONS
TOPIC 02 – TEXT-BASED ADVENTURE GAME IN GUI
LESSON NOTE
Lessons in
this unit require that you study the code to fully understand how things
work. While some explanations may be provided, they are more examples than
true lessons.
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DESCRIPTION
This lesson
will show you how to create a Text-based
Adventure game in a GUI. You might
consider this a Choose Your Own
Adventure game. Essentially, this
is simply an application that displays simple images and text and allows the
user a few choices of how to respond based on the situation. It is a little similar to a slideshow.
CODE VERSIONS
You might
want to try out Version 3 right away to see what this is all about. But working your way from Version 1 to
Version 2 and then to Version 3 will likely allow you to better understand
how the code works.
Version 1 – Start screen and End screen only
Version 2 – Added a Game screen to
Version 1
Version 3 – Added a Playable Game to
Version 2
POSSIBLE ADDITIONS
- Create your own story. Find images and create new locations
in the code.
- Make locations more dynamic by adding more checks (You
can pass only if you have “The Sword”.)
(It’s a cool
sword ok! Stop judging my ideas!)
- Add an inventory screen.
- Add a map screen that shows the world.
- Add a combat screen that shows your character’s
stats and your enemy’s stats and options to FIGHT, RUN, HIDE, DEFEND and
so on…
- Add another screen for other functionality (quests, stats,
score, …)
- Use a timer or many to pressure the user to work quickly
to complete the story.
- Figure out a way to have a bit of randomness in your
story.
- Add something to collect such as experience or money
or jewels.
- Add a minigame within your game.
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