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Java
Swing – ASSORTED APPLICATIONS
TOPIC 02 – TEXT-BASED ADVENTURE GAME IN GUI

LESSON NOTE

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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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