Those text adventure creation tools likely implement a lot of the things you'd need for you, so that indeed would be the easiest. Apart from that you can make a text adventure in pretty much any programming language/tool under the sun as long as it lets you use text.
As far as creating a text adventure the steps are:
1. creating a way to parse or understand what the player inputted.
2. using variables and such to define the current game state.
3. just use a bunch of conditions to do stuff like: if the player types A, and the game state is in B then do C
For 1 that capx is one possible solution. You can go as complicated as you like here.
With two you can do absolutely anything. One idea that appeals to me here is to use sprites and stuff to lay everything out. You can then make them all invisible when you run the game. An inventory can be done with a dictionary I'd imagine.
Three is just a lot of busy work as you should consider all cases.
The process would be similar with any other tool/language unless they have something specific to text adventures that could make things simpler.