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Its simple command based syntax allows for easy creation of Visual Novels, while its GUI system provides the framework for a robust visual experience. [33] The provided Visual Debugger allows easy testing of scripts, and facilitates packaging of game files. Suika2 Kirara, a drag-and-drop development tool for Suika2, is being developed.
Procedural generation is a common technique in computer programming to automate the creation of certain data according to guidelines set by the programmer. Many games generate aspects of the environment or non-player characters procedurally during the development process in order to save time on asset creation.
The following list of text-based games is not to be considered an authoritative, comprehensive listing of all such games; rather, it is intended to represent a wide range of game styles and genres presented using the text mode display and their evolution across a long period.
Visual novels are distinguished from other game types by their generally minimal gameplay. Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving as if they were turning a page (many recent games offer "play" or "fast-forward" toggles that make this unnecessary), while making narrative choices along the way.
A bishōjo game (Japanese: 美少女ゲーム, Hepburn: bishōjo gēmu, lit. "pretty girl game") or gal game (ギャルゲーム, gyaru gēmu, often shortened to "galge") is "a type of Japanese video game centered on interactions with attractive girls".
Katawa Shoujo (Japanese: かたわ少女, Hepburn: Katawa Shōjo, lit."Cripple Girls", translated "Disability Girls") is a bishōjo-style visual novel by Four Leaf Studios that tells the story of a young man and five young women living with varying disabilities.
Gal Gun: Double Peace (ぎゃる☆がん だぶるぴーす, Gyaru Gan Daburu Pīsu) is a rail shooter bishōjo video game developed by Inti Creates.The game was released on PlayStation 4 and PlayStation Vita in Japan in August 2015, in Europe in July 2016, and in North America in August.
The technical complexity of King's Quest made it a burden to write in assembly language, so the programmers created a game engine to simplify development. The engine comprised a bespoke programming language called the Game Adaptation Language, [1] a compiler, and a bytecode interpreter (the Adventure Game Interpreter). [3]