I've been working on my MSXdev'20 entry for a while. It's actually more of an unnecessary game engine with a short simple game cobbled together with it. The two adventure games in MSXdev'18 (Any Treasure Day and C.C.R. Anexo 1, El Algoritmo) inspired me to try making my own game, but a bit differently.
A WIP screenshot with placeholder art etc. https://drive.google.com/open?id=1Qzj7uoh62pmgXPXutKIEMHoSqm...
Core idea: an unholy mix of Macventure UI on NES (Shadowgate, Deja Vu, Uninvited), text adventures and maybe a dash of point'n'click adventures.
The UI is at first glance a lot like in Macventures, but all hotspots, including exits, available are listed on the right and the player chooses the object first before a filtered list of actions is shown. (I.e., pick "north", and the verbs that will be available can be "go" and "look".) This filtering of available actions per object would also be the end of the point'n'click influences. The cursor can't even go outside the list on the right to point at something on the screen. The icon ahead of "outside" is a map pin (meaning a direction, not this location), the icon below meaning the object is at this location (rather than in inventory, which has its own icon).
The impetus was mostly the idea to create a Python tool to convert input on PC to includables in the ASM files. To have all text automatically compressed, automatically convert PNGs into something the game can understand, convert very simple scripts into something the game engine can handle, replace object references with labels the ASM compiler will replace with pointers. (It sounded more impressive when I first thought about it...) This isn't compatible with any existing IF solutions, because my point was to do this myself.
The current narrative is for a boy penguin to find money to buy his gf a gift, with only about ten locations planned for now. If time and 32KB ROM size limit permits, I might add more. I doubt I'm surprising anyone by saying one coin is found between the sofa's cushions, and that is accomplished by selecting "sofa" and then "examine".
Anyway. The engine is slowly approaching "playable" status but missing many necessary bells and whistles (and then maybe one day supporting memory mappers, but still probably no music and definitely no animation). I'm just putting this up here to push me to actually finish this before the end of July.
Obvious issues in the screenshot are obvious: misaligned pointer sprite, the black line over every 'a', thematically mismatching UI gfx, only a quickly sketched location view, wordwrap not implemented. (And that's before getting into the functional issues the screenshot won't tell...)