Jeremy Davis
Jeremy Davis
Sitecore, C# and web development
Page printed from: https://blog.jermdavis.dev/posts/2025-12

Posts from December 2025

Text adventures: A worked example

Putting the last three posts together...

Following on from the general framework bits in the previous posts about building a text adventure, what needs doing to create an example game? Here's an explanation of the example repo game to show how it all goes together. [ Spoiler warning - if you want the fun of playing the example game, don't read this post before you play, as it explains some of the puzzles.]

Text adventures: Behaviours for flavour

Where we can put the code that lets the world react to the player?

Last time up we created the very basics of a text adventure where we could look at rooms in the world, and had a way to provide other commands like movement or picking stuff up. So what can we do to let the world react to the user's actions, and create puzzles and atmosphere for a game? Step forward behaviours...

Text adventures: The player's commands

How they tell the game what they want to do

The world model from the previous post is all well and good, but the player needs to be able to interact with it. What do we need to add to allow that? Well we need an abstraction for the things the game is going to allow the player to do.