Author: Eric Schneider
Design: I made a nice little text adventure engine that is able to read simple branching narratives from a text file and render them at runtime. However, I ran out of time before I could make a long text adventure for it :(
Text Drawing: I use harfbuzz to do spacing and freetype to generate glyphs. First, I run the entire script through harfbuzz to generate a list of glpyhs that are used by the text adventure. Then, using freetype and glTexSubImage2D, I map all the glyphs onto a single texture atlas, storing their location in said atlas. Then, when the game needs to render a string, it can still shape the glyphs using harfbuzz, but it will be able to take the glyphs immediately off of the texture that I use.
Screen Shot:
How To Play:
Options show up at the bottom of the screen. Click 'em!
Sources: The font I used is the incredible mononoki, licensed under the SIL Open Font License 1.1. I chose monospace for stylistic reasons--the software should work with any font.
This game was built with NEST.