Oh boy. This post might be long.
Welcome to Cemetech, 21tmccauley! Glad to see someone starting to learn TI-BASIC!
As far as I know, there are two ways to make a text adventure: with many many menus, or with text input.
The first method, if you've read a Choose Your Own Adventure book, is the most straightforward to understand and code, but the program might get messy and tangled. At each step, you are shown text, and given a choice between two or more options. If one option is selected, you progress to one certain point, and if the other is selected, you progress to another.
In order to use this method, you need menus. Lots and lots of them. You can either use the Menu( command, or you can make your own menu routine. Here is some example code.
Code: ClrHome
Disp "IN THE DEPTHS OF THE","FOREST. THE FALLING SNOW","SWIRLS AROUND THE OLD ASH","TREES PLAYFULLY. SOUNDS OF","WATER CAN BE HEARD THROUGH","THE BUSHES TO THE WEST."
Pause
Menu("WHAT DO YOU DO?","GO NORTH",N,"GO SOUTH",S,"GO WEST",W,"GO EAST",E)
blah blah blah code
Lbl N
"stuff to do if you go north"
Lbl S
"stuff to do if you go south"
etc.
This is just fine if your storyline would be similar to a book. However, the simplest form of this method gives the player no more interaction than navigating through a DVD menu, so you will need to find a way to improve it. Perhaps set a variable if a certain path was chosen, then later in the game, do something different depending on that variable. Maybe offer multiple endings based on whether or not certain items were picked up along the way.
The second method, while it offers more flexibility on the player's part, is much harder to code. At each step of the way, instead of going through a pre-determined list of story paths, the player can input whatever they want to do at any time (which may or may not advance the story).
In order to use this method, you need to take user input. You can either use Input, or you can make your own input routine. Receiving input isn't hard, but then you must decide what to make the program do based on that input.
Input processing is by far the hardest part of the actual coding of a text adventure. In my text adventure game, 8K Adventure, input processing alone takes about 700 bytes of code! However, that was a somewhat more sophisticated text parser that processes word-by-word, understands many synonyms, and ignores words it doesn't know (i.e. TAKE KEY, GET THE KEY, and PLEASE TAKE THE SHINY KEY I WANT IT are all understood as equivalent). This will probably be overkill for a very simple text adventure, however, I propose you do something else instead.
Code: ClrHome
Disp "SURROUNDED BY BUSHES ON","THE EAST BANK OF THE RIVER","BURRE. OVER THE ICY WATERS","YOU CAN SEE THE FLICKERING","OF A DISTANT LIGHT. A","SMALL BOAT SIMILAR TO A","CORACLE IS TIED HERE."
Input ">",Str1
" "+Str1+" "→Str1
If inString(Str1," WEST "):Then
"stuff to do if you go west"
End
If inString(Str1," EAST "):Then
"stuff to do if you go east"
End
If inString(Str1," EXAMINE BOAT ") or inString(Str1," LOOK AT BOAT "):Then
"stuff to do if you look at the boat"
End
If inString(Str1," CUT ROPE "):Then
"stuff to do if you cut the rope"
End
Using the inString() command, and accounting for some common forms of commands, you can make a pretty effective text parser. Note that this will not give you a linear story, so you will need to have variables that keep track of how far along in the story you are.
Obviously the code given for both examples will need many more parts to them to make them completely work, but I'll leave most of it for you to discover. If you have any questions, just ask!
Hope I helped!