A newcomer and a new game
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- Posts: 3
- Joined: Wed Oct 22, 2008 2:42 am
- Points: 15
- Location: St. Ignatius University
Greetings,
I'm totally new here, so feel free to move this around or laugh at me as you wish...since i'm not quite sure where this ought to go.
I've been playing text based adventure games for years, and swapping ADRIFT games with my friends as well, but I thought I'd make myself known to the wider community, because I've been hard at work on my first big game for almost a month now, and it's shaping up to be GOOD.
So...I'm dropping off a Plug here, and I might be back for help later...this thingy should be done just in time for christmas.
of course, it'd be foolish to say exactly what it's about...though a few off-the-wall hints will do wonders to stir public speculation
- It's called "Universitas"
- It takes place on a college campus
- Thus far, it's the only game I've heard of where you can Taser a demon-haunted book to death
- Never-before-seen items include energy drinks, bokkens, football pads, airsoft pistols, Electropsychometers, and 4 varieties of toast
-It featuers a pretty big map with a somewhat open ended storyline
- It will also involve jesuits, warlocks, alien autopsies, and a dead tobacco slave
- There is, regrettably, no nudity
cheers,
Theodidactus
I'm totally new here, so feel free to move this around or laugh at me as you wish...since i'm not quite sure where this ought to go.
I've been playing text based adventure games for years, and swapping ADRIFT games with my friends as well, but I thought I'd make myself known to the wider community, because I've been hard at work on my first big game for almost a month now, and it's shaping up to be GOOD.
So...I'm dropping off a Plug here, and I might be back for help later...this thingy should be done just in time for christmas.
of course, it'd be foolish to say exactly what it's about...though a few off-the-wall hints will do wonders to stir public speculation
- It's called "Universitas"
- It takes place on a college campus
- Thus far, it's the only game I've heard of where you can Taser a demon-haunted book to death
- Never-before-seen items include energy drinks, bokkens, football pads, airsoft pistols, Electropsychometers, and 4 varieties of toast
-It featuers a pretty big map with a somewhat open ended storyline
- It will also involve jesuits, warlocks, alien autopsies, and a dead tobacco slave
- There is, regrettably, no nudity
cheers,
Theodidactus
"My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any boundary" -A. Kircher
- quantumsheep
- Posts: 87
- Joined: Mon Aug 11, 2008 8:56 pm
- Points: 10
- Location: UK
- Contact:
That just sounds like nine kinds of awesome! 
Looking forward to playing it - Good luck!

Looking forward to playing it - Good luck!
Completed projects
1: "The Seance" (ODD competition entry)
2. "Main Course" (ODD competition entry)
Currently working on:
1: The Lighthouse (a horror story collaboration with Dan Blazquez)
2: An(n)achronism
3: Velocity
4: About 100 other ideas
1: "The Seance" (ODD competition entry)
2. "Main Course" (ODD competition entry)
Currently working on:
1: The Lighthouse (a horror story collaboration with Dan Blazquez)
2: An(n)achronism
3: Velocity
4: About 100 other ideas

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- Posts: 3
- Joined: Wed Oct 22, 2008 2:42 am
- Points: 15
- Location: St. Ignatius University
hit my first hitch...
is there any way to make multiple opponents work smoothly... lets say you are set upon by a legion of demons...any clever way to set that up so the computer doesn't get confused when you type "Attack demon".
is there any way to make multiple opponents work smoothly... lets say you are set upon by a legion of demons...any clever way to set that up so the computer doesn't get confused when you type "Attack demon".
"My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any boundary" -A. Kircher
Have you considered making a character who is all of the demons? Give it the name demons and make a synonym for demon. Then as it takes damage, change the description of the demons until its out of "health" and they are all gone. Been awhile since I put anything together but if you're interested in giving that a try, let me know.
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- Posts: 3
- Joined: Wed Oct 22, 2008 2:42 am
- Points: 15
- Location: St. Ignatius University
clever idea...
"Attack the swarm of imps with fencing foil"
as for the toast, yes, only four varieties, neatly encompassing all toast-type elements (that is, buttered, nutella, raspberry jammed, and honey), each of which naturally boosts a character attribute (Strength, Accuracy, Agility, and Stamina)
For the incredibly nerdy among us who know a lot about libraries, (and i'm a librarian, so the game has a heavy focus on that nonsense...) there are also four varieties of microfilm canister.
"Attack the swarm of imps with fencing foil"
as for the toast, yes, only four varieties, neatly encompassing all toast-type elements (that is, buttered, nutella, raspberry jammed, and honey), each of which naturally boosts a character attribute (Strength, Accuracy, Agility, and Stamina)
For the incredibly nerdy among us who know a lot about libraries, (and i'm a librarian, so the game has a heavy focus on that nonsense...) there are also four varieties of microfilm canister.
"My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any boundary" -A. Kircher
I would recommend learning how to use the ALR so you can have variable descriptions for the monsters (and maybe even the toast, lol). If you have questions, you can take a look at the demos I uploaded for Viewpoint and ALR exercises earlier this year. Gumball machine is one of the first ALR demos so I would recommend that one too.
Edited By ElliotM on 1224883571
Edited By ElliotM on 1224883571
Here’s my ghetto version of how to fight a legion of demons…lets call the demon A, B and C. It basically assigns a random variable number to an attack task so that each time you attack it attacks a random character. Whenever the random is a demon that’s already dead, it displays “you swing wildly but miss.” When the last demon is killed the player is told so, and if you continue killing demons it tells you that “they are all dead so please stop trying.” Or something to that effect.
Make an “alive” variable for each demon
A_is_alive =1
B_is_alive =2
C_is_alive =3
Make a random number variable—I called it my kill variable
Kill_number= 1
Make a variable that will count up until all the demons are dead.
All_dead=0
Make a task that sets the kill_number to some random number between 1-3
What the player must type: #kill task
Actions: Change kill_letter TO random value between 1 and 3
Make an event that runs “ #kill task” set the event to start automatically and repeat itself.
Short name for this event: start kill
When should event start: immediately
Event should last between 1 and 1 turns
Check the “Restart this event as soon as it finishes” box
When the event finishes then: execute task #kill task
Make four generic attack tasks put them in the following order
Task:
What the user must type: kill
Message upon completion: Slow down turbo, you’ve killed them all.
Restrictions: # all dead must be Completed
Check the Repeatable task box.
What the user must type: kill
Message upon completion:
Restrictions: kill_letter must be equal to 1
Else display: you swing wildly but miss.
A_is_alive must be equal to 1
Actions: Execute task # attack
Check the Repeatable task box.
What the user must type: kill
Message upon completion:
Restrictions: kill_letter must be equal to 2
Else display: you swing wildly but miss.
B_is_alive must be equal to 2
Actions: Execute task # attack
Check the Repeatable task box
What the user must type: kill
Message upon completion:
Restrictions: kill_letter must be equal to 3
Else display: you swing wildly but miss.
C_is_alive must be equal to 3
Actions: Execute task # attack
Check the Repeatable task box
Make the “ # attack” tasks
What the user must type: # attack
Message upon completion: You cut A
Restrictions: A must be in the same room as Player
Actions: Change Stamina of A by -5
Check the Repeatable task box
What the user must type: # attack
Message upon completion: You cut B
Restrictions: B must be in the same room as Player
Actions: Change Stamina of B by -5
Check the Repeatable task box
What the user must type: # attack
Message upon completion: You cut C
Restrictions: C must be in the same room as Player
Actions: Change Stamina of C by -5
Check the Repeatable task box
Make tasks that run when a demon dies, again one for each demon.
So for demon A, you would do the following
Task to run if killed: # A is dead
As so on for the other three demons…
What the user must type: # A is dead
Message upon completion: A falls to his death…
Restrictions:
Actions: Change all dead BY exact value 1
Change A_is_alive TO exact value 0
Execute task # all dead
What the user must type: # B is dead
Message upon completion: B falls to his death…
Restrictions:
Actions: Change all dead BY exact value 1
Change B_is_alive TO exact value 0
Execute task # all dead
What the user must type: # C is dead
Message upon completion: C falls to his death…
Restrictions:
Actions: Change all dead BY exact value 1
Change C_is_alive TO exact value 0
Execute task # all dead
Make the task that is run each time a demon dies “ # all dead”
What the user must type: # all dead
Message upon completion: Very nice, you have killed them all
Restrictions: all dead must be equal to 3
Check the “Repeatable task” box.
Can any one change this so that once a demon dies, the kill_number (the random that chooses which demon to strike at) doesn’t go back to an already killed demon? I also tried to combine the “kill” and #attack” tasks, but it reacted strangely.
Make an “alive” variable for each demon
A_is_alive =1
B_is_alive =2
C_is_alive =3
Make a random number variable—I called it my kill variable
Kill_number= 1
Make a variable that will count up until all the demons are dead.
All_dead=0
Make a task that sets the kill_number to some random number between 1-3
What the player must type: #kill task
Actions: Change kill_letter TO random value between 1 and 3
Make an event that runs “ #kill task” set the event to start automatically and repeat itself.
Short name for this event: start kill
When should event start: immediately
Event should last between 1 and 1 turns
Check the “Restart this event as soon as it finishes” box
When the event finishes then: execute task #kill task
Make four generic attack tasks put them in the following order
Task:
What the user must type: kill
Message upon completion: Slow down turbo, you’ve killed them all.
Restrictions: # all dead must be Completed
Check the Repeatable task box.
What the user must type: kill
Message upon completion:
Restrictions: kill_letter must be equal to 1
Else display: you swing wildly but miss.
A_is_alive must be equal to 1
Actions: Execute task # attack
Check the Repeatable task box.
What the user must type: kill
Message upon completion:
Restrictions: kill_letter must be equal to 2
Else display: you swing wildly but miss.
B_is_alive must be equal to 2
Actions: Execute task # attack
Check the Repeatable task box
What the user must type: kill
Message upon completion:
Restrictions: kill_letter must be equal to 3
Else display: you swing wildly but miss.
C_is_alive must be equal to 3
Actions: Execute task # attack
Check the Repeatable task box
Make the “ # attack” tasks
What the user must type: # attack
Message upon completion: You cut A
Restrictions: A must be in the same room as Player
Actions: Change Stamina of A by -5
Check the Repeatable task box
What the user must type: # attack
Message upon completion: You cut B
Restrictions: B must be in the same room as Player
Actions: Change Stamina of B by -5
Check the Repeatable task box
What the user must type: # attack
Message upon completion: You cut C
Restrictions: C must be in the same room as Player
Actions: Change Stamina of C by -5
Check the Repeatable task box
Make tasks that run when a demon dies, again one for each demon.
So for demon A, you would do the following
Task to run if killed: # A is dead
As so on for the other three demons…
What the user must type: # A is dead
Message upon completion: A falls to his death…
Restrictions:
Actions: Change all dead BY exact value 1
Change A_is_alive TO exact value 0
Execute task # all dead
What the user must type: # B is dead
Message upon completion: B falls to his death…
Restrictions:
Actions: Change all dead BY exact value 1
Change B_is_alive TO exact value 0
Execute task # all dead
What the user must type: # C is dead
Message upon completion: C falls to his death…
Restrictions:
Actions: Change all dead BY exact value 1
Change C_is_alive TO exact value 0
Execute task # all dead
Make the task that is run each time a demon dies “ # all dead”
What the user must type: # all dead
Message upon completion: Very nice, you have killed them all
Restrictions: all dead must be equal to 3
Check the “Repeatable task” box.
Can any one change this so that once a demon dies, the kill_number (the random that chooses which demon to strike at) doesn’t go back to an already killed demon? I also tried to combine the “kill” and #attack” tasks, but it reacted strangely.
Honk if you've played Escape from Rungistan.
If you wanted to have a random number that couldn't select one of the dead demons, you'd have to create a string of tasks to make sure that the selected number wasn't equal to any of the dead demons, and re-randomize if it was, or have it successfully choose the new focus if it wasn't set to one that was dead.
I just started messing (again) with trying to automatically set character focus for characters with the same name/alias without having to remake built-in commands like "ask about" or "examine" or whatever. No luck, of course, but I haven't grown tired of trying... quite... yet. =)
What you're going for seems like a good way to customize things to work though.
I just started messing (again) with trying to automatically set character focus for characters with the same name/alias without having to remake built-in commands like "ask about" or "examine" or whatever. No luck, of course, but I haven't grown tired of trying... quite... yet. =)
What you're going for seems like a good way to customize things to work though.
Released:
For competitions: Business As Usual; Oh, Human; Existence (intro); Motion
Shared names demo: "Guys, Guys"
Works in various stages of progress:
Y'know, things and stuff...
For competitions: Business As Usual; Oh, Human; Existence (intro); Motion
Shared names demo: "Guys, Guys"
Works in various stages of progress:
Y'know, things and stuff...
No worries, just don't be too hard on yourself since we all start as beginners. We'll have to get an admin to change your edit ability.
ALR is pretty easy once you know whats going on. Essentially you'll have unique tags in your descriptions that will be replaced by the alr. I'd type an example but I'm a bit rusty right now. Gumball machine would be good to look at but I may motivate myself to create a minion demo for you later today after I get back from classes.
ALR is pretty easy once you know whats going on. Essentially you'll have unique tags in your descriptions that will be replaced by the alr. I'd type an example but I'm a bit rusty right now. Gumball machine would be good to look at but I may motivate myself to create a minion demo for you later today after I get back from classes.