Okay, I had some quite time this morning to listing to and view the vid. The most important part is relating the high level of complexity that are the nature of a text adventure game. Tis includes the coding structure, and the highly sophisticated input and output requirements such games are based on. All of these advanced programming components are made possible in QB64, because it provides coders access to the incredible powers of SCREEN 0. That said, like I don't say it enough around here, the tutorial was easy to view, had good flow, and covered a lot of content. I found it to be well focused, and complete. I wouldn't recommend it for a beginner, but for someone who already understands how to incorporate subs and pass variables, I think the structural overview of this tutorial would be very beneficial.
Personally, I don't use constants, but prefer arrays with instr() to parse through what you do with constants and flags. I'm not saying it is a better method, because I don't make text games, so I would be open to trying your approach if I ever started such a project.
If you want to take this tutorial a step further, an idea I had, while viewing it, is to make a second tutorial to create a one room text game, using the structural components you outlined, but small enough that you could code and explain it in full, in another 20-min video. Something like a 150-line example program for movement and picking up objects, and maybe opening one door. Just a thought.
You have a good voice for making tutorials, but please mike up next time. I want the neighbors to be able to hear you next time. Those idiots use FreeBASIC!
Thanks for posting this. Maybe I'll be able to scrap my Ghost Town II project, after all.
Pete