Atari 8-bit: Adventure Creator (quest editor)

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Published on ● Video Link: https://www.youtube.com/watch?v=zGvHM1J5fKE



THE EDITOR
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THE EDITOR (2023)
Duration: 12:49
47 views
2


Although Adventure Creator can generate random dungeons on its own, its main concept, as the name suggests, is for you, the user, to create your own adventures. So, after playing through randomly-generated quests on the Beginner ( https://youtu.be/M3qaWTKbwzs ) and Advanced ( https://youtu.be/W-H-o3Og7JM ) settings, it's time to show off some of the things the editor can do.

Anything the random quests can have, you can create in the editor, and it has additional possibilities that will never appear in random quests. Want to rename the treasures and customize their values? You can! Want to mix and match multiple types of traps in the same room? Go wild! Want to give your creatures names? Sure, why not!

Creatures have additional behaviors and actions, too. Besides the usual Chase, Hide, Stand, Bounce, and Random movements, you can select Guided to define a custom path for them to follow. Besides the usual Give, Trade, Zap, and Pop actions, you can pick Talk to have them say a message, Accept to respond to receiving a specific item, or even Ask to quiz the player. With a bit of creativity, there's potential here for some basic puzzles and quest chains. Or just trolling, if you'd rather do that.

(Also, to correct a comment I made during recording, Off for creature speed is just the setting for having no creature in the room, not for an unmoving creature. That's the main reason it's separate from Stand for movement type.)

And when it comes to room layout, the map's geometry doesn't need to make any physical sense. Each room defines for itself where the exits in each direction lead, independent of the other rooms, so you can have one-way doors, doors that don't go anywhere at all, and even doors that lead back to the same room the player just left! If you want some exit-based shenanigans like Zelda 1's Lost Woods or that mountain path you need to climb repeatedly before getting anywhere, just make a few seemingly-identical rooms with appropriate exit settings. The possibilities are... well, not endless, but surprisingly vast.

Also, since I mention Think Quick and how it handles room connections differently, here's a link to the relevant part of that video: https://youtu.be/QrMKBIjgqm8?t=1050







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