A C# library that provides a framework for building text adventures and interactive stories in .NET.
BP.AdventureFramework is a .NET Standard 2.0 implementation of a framework for building text based adventures.
At its core BP.AdventureFramework provides simple classes for developing game elements:
Environments are broken down in to three elements - Overworld, Region and Room. An Overworld contains one or more Regions. A Region contains one or more Rooms. A Room can contain up to six exits (north, south, east, west, up and down).
Overworld
├── Region
│ ├── Room
│ ├── Room
│ ├── Room
├── Region
│ ├── Room
│ ├── Room
Rooms contain exits. Exits can be locked to block progress through the game.
// create a test room
var room = new Room("Test Room", "A test room.");
// add an exit to the north
room.AddExit(new Exit(Direction.North));
Items add richness the game. Items support interaction with the player, rooms, other items and NPC's. Items can morph in to other items. For example, using item A on item B may cause item B to morph into item C.
var sword = new Item("Sword", "The heroes sword.");
Each BP.AdventureFramework game has a single playable charcter. This who the player controls.
var player = new PlayableChracter("Dave", "The hero of the story.");
Non-playable characters (NPC's) can be added to rooms and can help drive the narrative. NPC's can hold conversations, contains items, and interact with items.
var npc = new NonPlayableChracter("Gary", "The antagonist of the story.");
BP.AdventureFramework provides commands for interacting with game elements:
- Drop X - drop an item.
- Examine X - allows items, characters and environments to be examined.
- Take X - take an item.
- Talk to X - talk to a NPC, where X is the NPC.
- Use X on Y - use an item. Items can be used on a variety of targets. Where X is the item and Y is the target.
- N, S, E, W, U, D - traverse through the rooms in a region.
BP.AdventureFramework also provides global commands to help with game flow and option management:
- About - display version information.
- CommandsOn / CommandsOff - toggle commands on/off.
- Exit - exit the game.
- Help - display the help screen.
- KeyOn / KeyOff - turn the Key on/off.
- Map - display the map.
- New - start a new game.
Custom commands can be added to games without the need to extend the existing interpretation.
BP.AdventureFramework provides classes for handling interpretation of input. Interpretation is extensible with the ability for custom interpreters to be added outside of the core BP.AdventureFramework library.
Conversations can be held between the player and a NPC. Conversations support multiple lines of dialogue and responses.
All game assets support customisable attributes. This provides the possibility to build systems within a game, for example adding currency and trading, adding HP to enemies, MP to your character, durability to Items etc.
BP.AdventureFramework provides frames for rendering the various game screens. These are fully extensible and customisable. These include:
- Scene frame.
- Help frame.
- Map frame.
- Title frame.
- Completion frame.
- Game over frame.
- Transition frame.
- Conversation frame.
Maps are automatically generated for regions and rooms, and can be viewed with the map command:
Maps display visited rooms, exits, player position, if an item is in a room, lower floors and more.
- Windows
- Download free IDE Visual Studio 2022 Community ( >> https://visualstudio.microsoft.com/de/vs/community/ ), or use commercial Visual Studio 2022 Version.
Clone the repo to the local machine.
git clone https://github.com/benpollarduk/adventure-framework.git
// create the player. this is the character the user plays as
var player = new PlayableCharacter("Dave", "A young boy on a quest to find the meaning of life.");
/// create region maker. the region maker simplifies creating in game regions. a region contains a series of rooms
var regionMaker = new RegionMaker("Mountain", "An imposing volcano just East of town.")
{
// add a room to the region at position x 0, y 0, z 0
[0, 0, 0] = new Room("Cavern", "A dark cavern set in to the base of the mountain.")
};
// create overworld maker. the overworld maker simplifies creating in game overworlds. an overworld contains a series or regions
var overworldMaker = new OverworldMaker("Daves World", "An ancient kingdom.", regionMaker);
// create the callback for generating new instances of the game
// - the title of the game
// - an introduction to the game, displayed at the start
// - about the game, displayed on the about screen
// - a callback that provides a new instance of the games overworld
// - a callback that provides a new instance of the player
// - a callback that determines if the game is complete, checked every cycle of the game
// - a callback that determines if it's game over, checked every cycle of the game
var gameCreator = Game.Create(
"The Life Of Dave",
"Dave awakes to find himself in a cavern...",
"A very low budget adventure.",
overworldMaker.Make,
() => player,
_ => EndCheckResult.NotEnded,
_ => EndCheckResult.NotEnded);
// begin the execution of the game
Game.Execute(gameCreator);
The quickest way to start getting to grips with BP.AdventureFramework is to take a look at the Getting Started page.
An example game is provided in the BP.AdventureFramework.Examples directory and have been designed with the aim of showcasing the various features.
The example applications can be used to execute the example BP.AdventureFramework game and demonstrate the core principals of the framework. Set the BP.AdventureFramweork.Examples project as the start up project and build and run to start the application.
Please visit https://benpollarduk.github.io/BP.AdventureFramework-docs/ to view the BP.AdventureFramework documentation.
Visit https://github.com/benpollarduk/BP.AdventureFramework/issues