A-Level Computing: Create Your Own Adventure Game – Maps, Parsers, and Imagination
There’s something magical about the old text-based adventure games of the 1980s. Before 3D graphics, open-world engines, and ray-traced shadows, all you needed was a keyboard and your imagination. Games like Zork, Adventureland, and The Hobbit were immersive not because of what you saw, but because of what you read. In today’s A-Level Computing lesson, we’re stepping back into that world—not just to play these games, but to build our own.
Let’s go on an adventure in programming, logic, storytelling—and a bit of creative flair.
๐บ️ Step One: Creating the Map
Before any coding begins, every adventure game needs a map—a layout of interconnected rooms, each with its own description, objects, and potential dangers.
Students begin by sketching out a grid or flowchart. Each room should have:
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A unique name (e.g., Dark Cave, Enchanted Forest, Abandoned Library)
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Descriptive text to set the scene
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A list of exits (e.g., north, east, upstairs) and where they lead
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Any items or puzzles located in the room
Here’s an example:
Room: Mouldy Kitchen
The smell of rotting onions clings to the air. A flickering lightbulb reveals a crusty sink and an open door to the north.
Exits: North → Dining Room
Items: Rusty Key
This planning step builds understanding of graph structures in computer science. Each room is a node, and each exit is an edge. Drawing the map helps students visualise how data structures and logic combine to make a world.
๐ฌ Step Two: Building the Parser – Teaching the Game to Understand You
One of the most iconic parts of Zork and its peers was the language interface. You typed something like:
GET LANTERNGO NORTHOPEN DOOR WITH KEY
And the game responded. Behind the scenes, the game used a parser—a small program that breaks down the player's input into a format the game can understand.
This is where our A-Level computing skills shine. Students learn to write a basic parser that:
Splits the input into individual words.
Identifies the verb (e.g., GO, GET, USE).
Identifies the noun or object (e.g., LANTERN, KEY, DOOR).
Matches the input to a known command in a structured list.
Returns a logical response or triggers an event.
We may start with simple commands—two-word sentences—before introducing command patterns with prepositions and conditions. This is a great opportunity to explore string manipulation, lists, dictionaries, and state management.
๐จ Step Three: Writing Descriptions That Spark the Imagination
Here's where computing meets creative writing. You can’t rely on photorealistic graphics to show what the player sees—you have to describe it well enough that they can see it in their head.
Students are encouraged to practise descriptive writing with attention to sensory detail:
What can you see? (A tattered banner hangs from the rafters...)
What can you hear? (...the soft patter of dripping water echoes from the east.)
What can you smell? (...an acrid, metallic scent fills your nostrils.)
What can you feel? (...the walls are damp and slimy to the touch.)
This element of the game helps players get immersed, but also improves narrative design and develops empathy with how users (players) interact with a system—a key component of good UX design.
๐ง Why This Project Matters in A-Level Computing
This isn’t just nostalgia. Creating a text adventure game helps students:
Understand data structures (maps, objects, player state)
Use procedural logic and conditionals
Manipulate strings and arrays
Write code that is both functional and creative
Learn about user interaction and error handling
See the connection between language and logic
And perhaps most importantly—it’s fun. Watching students test their games, tweak room descriptions, or argue over whether "GO IN" should work as a command is proof that learning can be both serious and playful.
๐ Going Further
For students who want to level up their adventure game, why not:
Add a simple inventory system
Introduce NPCs with dialogue trees
Create puzzles that require items and actions in the right sequence
Store and load the game state using files
Convert the game to run on a web browser using Python and Flask, or JavaScript
You could even look at how modern Interactive Fiction engines (like Inform 7 or Twine) structure language and gameplay.
๐งพ Final Thought
In a world obsessed with cutting-edge graphics and high frame rates, there’s something deeply satisfying about building a world with nothing more than text and logic. The skills involved—both technical and creative—are highly relevant to modern software development, from writing game engines to building conversational interfaces or AI systems.
So next time your student types LOOK AROUND and gets back a wall of vivid description, just remember: they didn’t just play the game. They built it.




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