My text-adventure game was (first and foremost a struggle and) an
attempt to dive a little bit into the world of python and deal
peacefully with the potential trauma of coding. The first unsuccessful
try started by making a map on paper with all the possible rooms,
corridors, spaces and the potential inputs of the player. It was proved
to be a too ambitious plan though. So this was the time when the
super(de)construction game was born! My intention was to make a fan
fiction text adventure game(!) of the marxist superstructure theory.
There are three basic rooms where the player can navigate : the
Base-ment, the Apparatus and the Megaroom. People can grab specific
\"objects\" from each room and check their inventory (for example you
can have unpaidlabour, church, mostlywhitemen from base-ment, apparatus
and megaroom respectively in the same bag!). The aim of the game is to
accumulate enough points in order to bring eventually the revolution and
win. The fermentation and the radicalization happen only in the
base-ment.
My text-adventure game was (first and foremost a struggle and) an attempt to dive a little bit into the world of python and deal peacefully with the potential trauma of coding. The first unsuccessful try started by making a map on paper with all the possible rooms, corridors, spaces and the potential inputs of the player. It proved to be a too-ambitious plan though. So this was the time when the super(de)construction game was born! I intended to make a fan fiction text adventure game(!) of the Marxist superstructure theory. There are three basic rooms where the player can navigate: the Base-ment, the Apparatus and the Megaroom. People can grab specific \“objects\” from each room and check their inventory (for example you can have unpaidlabour, church, mostlywhitemen from base-ment, apparatus and megaroom respectively in the same bag!). The game aims to accumulate enough points in order to bring eventually the revolution and win. The fermentation and the radicalization happen only in the base-ment.