Mmm... would be a good interface test. And actually I'd probably have an easier time making a text adventure myself, but that's because I can't make graphics worth a f*** unless they're, say, less than 15 by 15 pixels. Then I can make some interesting designs for some reason.
  [EDIT] Just looking at your source code here, noticing a couple things.
 
 void prompt(string msg) { 	system("cls"); 	cout<<"  ----------------------------------------------------------------------------  \n";     cout<<"\t\t  PLAYER\t\t  LOCATION\n";     cout<<"\t\t  Tester\t\t  X :: "<<playerLocationX<<"\n";     cout<<"\t\t  "<<playerHealth<<"\t\t\t  Y :: "<<playerLocationY<<"\n";     cout<<"--------------------------------------------------------------------------------\n\n";     cout<<"\t\t    [m] Move\t    [e] Exit\n";     cout<<"\t\t    [h] Help\n";     cout<<"--------------------------------------------------------------------------------\n\n";     cout<< msg; 	cout<<"\n>"; 	cin>>input;     //return 0; }  Why not just make this function return the input, rather than be a void?
 
 int BeginGame() {      int check;//Used in conjunction with the "rRand" function 	 /*if(FirstRun == 1){ 		 FirstRun = 1;*/ 	prompt("Welcome to the Vacuus Interface demo!\nThis demo is a simple example of how not to mak a text-based game. At the moment, you can do very little, though, I plan on adding modability very soon.\nIf you require any assitance, please type H into the console to display further information."); 	           while(input != 'e')      {                       //prompt(" ");                       if(input == 'h') {prompt("This demo was originally meant to serve as an interface demo. Instead,\n I've decided NOT to continue this project, and to move onto a 2D version.\n Before doing so, I plan on adding modability to this demo, so that \nanyone can continue this project - with, or without prior C++ experience.\n\n At the top of the screen, you will see some information on your player, \nincluding health, name & location.\n\n Below that, you will see a list of avaliable commands, each surrounded by '['s, and ']'s. Type a command to get any given effect.\nFinaly, you will see the message box, and command prompt.\n");}                       if(input == 'm') { 									playerLocationX+=1; check = ReturnRand_InRange(3,1);                                       if(check == 1){prompt(" ");}                                      if(check == 2){prompt("You've discovered another ship!");}                                      if(check == 3){prompt("You've discovered a planet!");}                                      //cin>>input;                                      } 					  //if(input == 'e'){break;} 		}      return 0;      }       int main() { 	int input_int; //Used for the begining only, variable serves the same purpose as the "inout" char., except this one is designed for numeric characters. 	srand((unsigned int)time( NULL )); 	SetConsoleTitle("\tVacuus - Interface Demo\t"); 	cout<<"\t   ##     ##    ###     ######  ##     ## ##     ##  ###### \n"; 	cout<<"\t   ##     ##   ## ##   ##    ## ##     ## ##     ## ##    ##\n"; 	cout<<"\t   ##     ##  ##   ##  ##       ##     ## ##     ## ##      \n"; 	cout<<"\t   ##     ## ##     ## ##       ##     ## ##     ##  ###### \n"; 	cout<<"\t    ##   ##  ######### ##       ##     ## ##     ##       ##\n"; 	cout<<"\t     ## ##   ##     ## ##    ## ##     ## ##     ## ##    ##\n"; 	cout<<"\t      ###    ##     ##  ######   #######   #######   ######\n";          cout<<"\n\n\n\t\t\t\t   [1] New game.\n\t\t\t\t   [2] Exit.\n\n\t\t\t\t    >";     cin>>input_int;          if(input_int!=1)     {                 return 0;                 }     BeginGame();         return 0; }  Both of these functions should just be voids.
 
 int ReturnRand_InRange(int HIGH,int LOW) { return rand() % (HIGH - LOW + 1) + LOW; }  Isn't it a little counter-intuitive to have the high value before the low value in the input? Usually it's the other way around.
 
 
  Anyway, I was looking at this code and I think that with just a little bit of work you could add naming of planets, encountered ships having random names, and *gasp* being able to move backward.  
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