The Musketeer 2

a text-based adventure following a blind musketeer and his squire

The splash page is simple enough - I plan to add a save / load function once the game gets more complicated and further levels are implemented.

The splash page is simple enough - I plan to add a save / load function once the game gets more complicated and further levels are implemented.

 

The Musketeer 2 is a text-based videogame coded in Python and run from the command line. I thought about making more of a UI, but didn't want to deal with pygame. Maybe I'll code one in JS.

 
Story sentences appear with a time delay, to give the impression of it being doled out, rather than displayed.

Story sentences appear with a time delay, to give the impression of it being doled out, rather than displayed.

Many different options are available to the player at any given time. Choosing one option may remove the other from the story, thus creating a different experience on each playthrough.

Many different options are available to the player at any given time. Choosing one option may remove the other from the story, thus creating a different experience on each playthrough.

It is the spiritual successor to my original text-based adventure, coded in Python. The story follows Guillaume, a blind musketeer, and Arthur, his squire, as they traverse France in order to bring revenge to Guillaume's arch nemesis, Remy.

Guillaume may also check his inventory, where his sword—that may level up and increase in strength—is stored, as well as his health, his healing implements (baguettes), and gold. He may also have Arthur read from the letters he collects along his journey.

NPCs are created randomly, unless they are story-central. The player can fight NPCs and acquire their weapons, gold, and sometimes letters, which Guillaume's Squire will read out to him and provide more depth to the story.

NPCs are created randomly, unless they are story-central. The player can fight NPCs and acquire their weapons, gold, and sometimes letters, which Guillaume's Squire will read out to him and provide more depth to the story.

 

Gameplay involves branching speech options with NPCs, a story complete with five different levels set in five different cities, and a Nexus system. Guillaume may choose—or may be forced—to fight enemies; this is accomplished through a fighting module with randomly generated, or story-created, NPCs. Guillaume may take on side quests after completing a city—these include bounty hunting for the mayor—or visit the local tavern, where he can gamble, listen to bards, or speak to strange men.