Text-based RPGs - which engine do you prefer?

What is your preferred sext game engine to PLAY games in?

  • Clickteam Fusion 2

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    20

Spacetronaut

Newbie
Apr 16, 2018
25
7
Hello! I come with a poll to feel out what kind of engine I should decide on for a new game I've been creating content for. It will be my first game ever. Period.

I have friends that work on games and I've gotten a few recommendations but I would like further restults to see which route I should go down. Game Maker seems easy to pick up with lots of resources to learn it but I have yet to personally see a text RPG made in GM. Ren'Py was also recommended as well as Clickteam Fusion 2.

For context - I'm willing to learn whatever it will take but I'd like to know what the majority prefers when they play a sext-based RPG. The feel of the engine. For further context, the game I have in mind will play and probably look very similarly to Fenoxo's Corruption of Champions or Lilith's Throne where it has stats in a UI border and button choices rather than typing them and no pictures except MAYBE in submenus for character profiles. Also, I will not be including Flash since, y'know, it's dead and all that. RIP.

This thread includes a poll to easily gauge your opinion with example games that are inspiration for me in parenthesis for reference. I'd also be ecstatic to chat about it further in the thread if you so choose. Thanks for reading!
 

AnimeKing314

Giant Perv
Game Developer
Jun 28, 2018
395
597
Renpy is favourite right now mostly because of how common it is so I don't have to learn how it works anymore but I rarely look at the engine when deciding to play a game.
 
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EternitysInfinite

New Member
Apr 2, 2018
13
33
The Java (and maybe the Gamemaker/CF2? I haven't used either in ages so I'm not sure how much built-in capabilities they have) options are more of a 'design your own'. Lilith's Throne, as far as I know, just uses JavaFX (user interface) and their own code for game logic. So, it is essentially something you are able to do in any language, with Java not really being easier or harder than others. Most languages have some way of writing a user interface. Ex: I've written my own Text-Adventure engine in Rust, but I use WASM to let it be ran in the browser (very Lilith's Throne esque UI, since their UI is quite good).
Other languages can work well too. If you like Javascript, then you can do browser based with HTML/CSS for displaying. If you like C++, then there's GTK and QT (user interface libraries).
For things like RenPy and Qsp they simply come with a lot more designed for it. One way to think of it is that languages and somewhat tools (Gamemaker/CF2) are more the foundation, while things like RenPy/Qsp/Twine are like having a building already made and you can fill it and customize it a bit.
Personally, especially if you're just getting started, I would suggest Twine.
RenPy is nice for very dialogue and image based content (visual novels), and allows you to use python for more complex logic. This isn't great for an RPG like Lilith's Throne or CoC, since you do not want to make images for everything. They are far more writing based, with the occasional image (which suits their content quite well!).
Twine is far more text-based, and allows you the full capabilities of the browser's HTML/CSS (so you can make very complicated displays if you put in the effort). HTML/CSS can be harder and easier than RenPy's styling system, but also simply allows for more and is applicable outside of Renpy. Twine has several different formats, the most popular two being Harlowe and SugarCube. I personally like SugarCube.
Twine tends to have 'macros' which are essentially commands to do things, this makes it easier to use with no/little programming experience. Thankfully, you can use Javascript if you wish which allows you to do as complex game logic as you want.
Twine also has better development support if you're doing a lot of programming (see: T3LT visual studio code extension), though that is separate from the official desktop application.

So, for an rpg like you're describing, Twine is the best choice if you don't want to write your own engine. Writing your own engine that is good is hard even if you know a language, so if you don't yet know one well, I wouldn't recommend designing the engine from the ground up.
Summary: Twine. Renpy is image and dialogue based, this doesn't suit RPGs that well (lots of content, so if you don't have a dedicated artist, good luck), and really really does not suit generated and mish-mash content like transformations in Lilith's Throne or CoC.
I haven't personally used Qsp development environment, but personally I'd advocate using a tool that will give you more general experience. Doing crazy things with Twine or Renpy will give you some experience with the languages behind them, which can help outside of making lewd games. This advice is somewhat the same for CF2 (have used it, I prefer programming things), or GameMaker. They are more popular though, and have more capabilities outside text-based games that they are more generally useful.
Sorry if there's any grammar errors, I typed this all up at once.

Edit: Long Post is long. For the poll, it isn't really that great. GameMaker, Java, and CF2, are more foundations for things which make saying that you like playing in that engine kind of hard. I really love Lilith's Throne UI, but Newlife isn't that great. It is like saying you love browser UI, but do you mean a nice forum or a broken torrent site that no one has bothered to clean up in years? As always, it does depend on the game. A visual novel in twine is kinda ehh, but CoC in RenPy would be kinda hellish. For text adventure / text-based rpgs, I really like Lilith's Throne and Corruption of Champions style UI.
 
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79flavors

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Jun 14, 2018
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Like others here... gonna say Twine... which wasn't on your list, but generates a HTML game.
But then, I don't really play text based games and have no experience of QSP, GameMaker or Clickteam Fusion 2.

Personally, I love RenPy as a solution. But realistically you've said "Text Based" and whilst RenPy will happily do that, it's not really what it's designed for.

For example, RenPy has something called (Novel Mode). Where you define the characters to "speak" using NVL, and their dialogue appears more like a chat log rather than the usual "subtitles" style that RenPy would normally use. The default NVL screen would need some tweaking in my opinion to work as a true "text based RPG" (The default NVL screen uses text which I think would be too large and too spread out for your needs), but all that is configurable.

To give you an idea, this is a very simple NVL based RenPy script...
I've gone a little overboard with the character definitions, but that's really the only unnecessary complexity I've included.

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Deleted member 609064

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May 11, 2018
1,249
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Like others here... gonna say Twine... which wasn't on your list, but generates a HTML game.
But then, I don't really play text based games and have no experience of QSP, GameMaker or Clickteam Fusion 2.

Personally, I love RenPy as a solution. But realistically you've said "Text Based" and whilst RenPy will happily do that, it's not really what it's designed for.

For example, RenPy has something called (Novel Mode). Where you define the characters to "speak" using NVL, and their dialogue appears more like a chat log rather than the usual "subtitles" style that RenPy would normally use. The default NVL screen would need some tweaking in my opinion to work as a true "text based RPG" (The default NVL screen uses text which I think would be too large and too spread out for your needs), but all that is configurable.

To give you an idea, this is a very simple NVL based RenPy script...
I've gone a little overboard with the character definitions, but that's really the only unnecessary complexity I've included.

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That is awesome. I had no idea Ren'py could do that.
 
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MrFriendly

Officially Dead Inside
Donor
Feb 23, 2020
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I voted Ren'py and, honestly, I play almost exclusively Ren'py games since I favor visual novels over anything else. They are just simpler to understand and I am familiar with them.

But as you said a text-based game, if there is no visuals whatsoever then it really doesn't matter the engine. I don't really play text only games.
 

Spacetronaut

Newbie
Apr 16, 2018
25
7
I voted Ren'py but I am also ok with TWINE (HTML).
Thank you for reminding me about Twine, totally forgot it existed tbh :(

Renpy is favourite right now mostly because of how common it is so I don't have to learn how it works anymore but I rarely look at the engine when deciding to play a game.
Fair enough!

The Java (and maybe the Gamemaker/CF2? I haven't used either in ages so I'm not sure how much built-in capabilities they have) options are more of a 'design your own'. Lilith's Throne, as far as I know, just uses JavaFX (user interface) and their own code for game logic. So, it is essentially something you are able to do in any language, with Java not really being easier or harder than others. Most languages have some way of writing a user interface. Ex: I've written my own Text-Adventure engine in Rust, but I use WASM to let it be ran in the browser (very Lilith's Throne esque UI, since their UI is quite good).
Other languages can work well too. If you like Javascript, then you can do browser based with HTML/CSS for displaying. If you like C++, then there's GTK and QT (user interface libraries).
For things like RenPy and Qsp they simply come with a lot more designed for it. One way to think of it is that languages and somewhat tools (Gamemaker/CF2) are more the foundation, while things like RenPy/Qsp/Twine are like having a building already made and you can fill it and customize it a bit.
Personally, especially if you're just getting started, I would suggest Twine.
RenPy is nice for very dialogue and image based content (visual novels), and allows you to use python for more complex logic. This isn't great for an RPG like Lilith's Throne or CoC, since you do not want to make images for everything. They are far more writing based, with the occasional image (which suits their content quite well!).
Twine is far more text-based, and allows you the full capabilities of the browser's HTML/CSS (so you can make very complicated displays if you put in the effort). HTML/CSS can be harder and easier than RenPy's styling system, but also simply allows for more and is applicable outside of Renpy. Twine has several different formats, the most popular two being Harlowe and SugarCube. I personally like SugarCube.
Twine tends to have 'macros' which are essentially commands to do things, this makes it easier to use with no/little programming experience. Thankfully, you can use Javascript if you wish which allows you to do as complex game logic as you want.
Twine also has better development support if you're doing a lot of programming (see: T3LT visual studio code extension), though that is separate from the official desktop application.

So, for an rpg like you're describing, Twine is the best choice if you don't want to write your own engine. Writing your own engine that is good is hard even if you know a language, so if you don't yet know one well, I wouldn't recommend designing the engine from the ground up.
Summary: Twine. Renpy is image and dialogue based, this doesn't suit RPGs that well (lots of content, so if you don't have a dedicated artist, good luck), and really really does not suit generated and mish-mash content like transformations in Lilith's Throne or CoC.
I haven't personally used Qsp development environment, but personally I'd advocate using a tool that will give you more general experience. Doing crazy things with Twine or Renpy will give you some experience with the languages behind them, which can help outside of making lewd games. This advice is somewhat the same for CF2 (have used it, I prefer programming things), or GameMaker. They are more popular though, and have more capabilities outside text-based games that they are more generally useful.
Sorry if there's any grammar errors, I typed this all up at once.

Edit: Long Post is long. For the poll, it isn't really that great. GameMaker, Java, and CF2, are more foundations for things which make saying that you like playing in that engine kind of hard. I really love Lilith's Throne UI, but Newlife isn't that great. It is like saying you love browser UI, but do you mean a nice forum or a broken torrent site that no one has bothered to clean up in years? As always, it does depend on the game. A visual novel in twine is kinda ehh, but CoC in RenPy would be kinda hellish. For text adventure / text-based rpgs, I really like Lilith's Throne and Corruption of Champions style UI.
This was a lot to think about, thank you for the detailed response. I failed to give enough context in my original post but I do plan on making other smaller games to get a feel for it as I don't have anything under the belt yet. The game I'm asking this for is for sure a long-term goal that will have a lot of very intricate systems in the background which is why I'm leaning towards Jav atm. Calling it an RPG may not be accurate, it's more of an RPG+Lifesim hybrid with in-depth mechanics for pregnancy, relationships, etc..

Also again, totally forgot about Twine. I gave it shot once and it didn't impress me but I also didn't know what I was doing soo second time's the charm maybe. Also yes you're correct - the poll wasn't good. I didn't think about what I was asking. But I think I got my answer anyways!

Like others here... gonna say Twine... which wasn't on your list, but generates a HTML game.
But then, I don't really play text based games and have no experience of QSP, GameMaker or Clickteam Fusion 2.

Personally, I love RenPy as a solution. But realistically you've said "Text Based" and whilst RenPy will happily do that, it's not really what it's designed for.

For example, RenPy has something called (Novel Mode). Where you define the characters to "speak" using NVL, and their dialogue appears more like a chat log rather than the usual "subtitles" style that RenPy would normally use. The default NVL screen would need some tweaking in my opinion to work as a true "text based RPG" (The default NVL screen uses text which I think would be too large and too spread out for your needs), but all that is configurable.

To give you an idea, this is a very simple NVL based RenPy script...
I've gone a little overboard with the character definitions, but that's really the only unnecessary complexity I've included.

You don't have permission to view the spoiler content. Log in or register now.
I appreciate the Ren'Py example and I agree with you in terms of it not being built for a text-based game without pictures. I was already iffy on that.

I voted Ren'py and, honestly, I play almost exclusively Ren'py games since I favor visual novels over anything else. They are just simpler to understand and I am familiar with them.

But as you said a text-based game, if there is no visuals whatsoever then it really doesn't matter the engine. I don't really play text only games.
Fair enough, appreciate the feedback!

I may come back with a new thread that asks the question differently. I'm realizing I may not know the question I need to ask yet. Thank you again for everyone's feedback!
 

Deleted member 609064

Well-Known Member
May 11, 2018
1,249
1,587
Thank you for reminding me about Twine, totally forgot it existed tbh :(


Fair enough!


This was a lot to think about, thank you for the detailed response. I failed to give enough context in my original post but I do plan on making other smaller games to get a feel for it as I don't have anything under the belt yet. The game I'm asking this for is for sure a long-term goal that will have a lot of very intricate systems in the background which is why I'm leaning towards Jav atm. Calling it an RPG may not be accurate, it's more of an RPG+Lifesim hybrid with in-depth mechanics for pregnancy, relationships, etc..

Also again, totally forgot about Twine. I gave it shot once and it didn't impress me but I also didn't know what I was doing soo second time's the charm maybe. Also yes you're correct - the poll wasn't good. I didn't think about what I was asking. But I think I got my answer anyways!


I appreciate the Ren'Py example and I agree with you in terms of it not being built for a text-based game without pictures. I was already iffy on that.


Fair enough, appreciate the feedback!

I may come back with a new thread that asks the question differently. I'm realizing I may not know the question I need to ask yet. Thank you again for everyone's feedback!
Whatever you choose, make sure it aligns not only with what you want to share but with what you want to accomplish.

If you want to get the story told far and wide (and maybe make some money/a living from it), then accessibility becomes another design consideration when choosing an engine. If an engine has features that you feel are crucial, then that also has a lot of weight. Marry your creative impulse with your end goal and that will narrow the field greatly, and maybe eliminate all but one choice (the correct one) right off of the bat.
 

Spacetronaut

Newbie
Apr 16, 2018
25
7
Whatever you choose, make sure it aligns not only with what you want to share but with what you want to accomplish.

If you want to get the story told far and wide (and maybe make some money/a living from it), then accessibility becomes another design consideration when choosing an engine. If an engine has features that you feel are crucial, then that also has a lot of weight. Marry your creative impulse with your end goal and that will narrow the field greatly, and maybe eliminate all but one choice (the correct one) right off of the bat.
That was impressively inspirational coming from a porn game forum thread. Thank you haha!
 

Ambir

Adult games developer
Game Developer
Aug 7, 2020
846
1,165
I'd say it really depends on what you mean by "text based".

Twine is great and all, however I feel like the UI is very hard to play with.

With ren'py, you would have to put some work on the UI, so if that's not something you want to do, then I suggest not going with ren'py.

But if you want to have some more control over how the screen looks, with ren'py you can do it. And the engine is made to create visual novels, so it's not too hard to change it over to make text based games.

It will take some work, but not that much.

TLDR: Twine if you want text-based without any hassle (aside from, you know, making the game), and ren'py if you think twine games all look the same and could use a breath of fresh air.