• A troublesome project
    3 replies, posted
Well, as a first post over here in the Programming board, I've got to say I feel a bit on the spot. I certianly don't want my first appearance here to be a request for help, but that's how it seems it will be. Recently, I've gotten a bit of an idea. A project I want to undertake - one that requires some knowledge that I lack completely. I'm not here to ask for someone to make it for me, but I do have to ask a serious bit of help. What I'm thinking of, is a Choose-Your-Own-Adventure game. Purely textual. Akin to a Visual Novel without the Visual bit. You'll read bits and bits untill you come to a choice. Pick an option, and it'll let you continue reading. Now, this in itself I can see as being really simplistic. Though lack of experience means it's just a cover-glance impression. I'd like to take it a bit deeper with behind-the-scenes RPG elements that influence further choices. A "Character Sheet", if you will. For example, before the actual 'Story' starts, you go through a bit of a prologue. During this prologue, your actions define your character. Gender and Name being the purely cosmetic ones. But, say, for example, you answer; "I just can't do it. It's impossible". The "frail" attribue gets added to your character. Making choices further on more hazardous. But also giving maybe bits of text unique to that attribute. Conversely, you could maybe get the "Agile" tag added, which could make a choice in say- a fight- a success instead of a failure. I realize this descripion of my goals might be a bit scrabled and ill-defined, but I implore you all for help. It's something I want to do quite alot- but, as stated before, lack any knowledge into what to research to learn. You don't even need to tell me how to put it together. Just point me in the direction of some guides or a set of instructions that would teach me how to piece this puzzle.
A Choose Your Own Adventure? Hell, you could easily do that in HTML on a web browser if you didn't want to keep track of stats and inventory and stuff. If you did (and it sounds like you want to) then you will need a bit more, but it is still easy. Learn some python
[QUOTE=Cathbadh;18802765]A Choose Your Own Adventure? Hell, you could easily do that in HTML on a web browser if you didn't want to keep track of stats and inventory and stuff. If you did (and it sounds like you want to) then you will need a bit more, but it is still easy. Learn some python[/QUOTE] It's not so much Stats and Inventory. There's never any real "number" stats, and you've never got an Inventory going. Just a few things tied to your profile. Such as; Male Strong Arrogant Determined. Just the words themselves. And, say, if a choice came up it would check if you had the "Strong" hook added to your- proverbial character sheet. And if so; then you get taken to x block of text. I only now realize, though, that I'd need to implement a Save feature somehow. I don't plan on making it short enough for a playthrough in one sitting. Hrm. But, Python? Alright, now I've at least got a language to learn. That's getting somewhere.
So when a player is forced to make a choice, he can make any choice he wants, but there is some probability of SUCCESS as opposed to FAILURE based upon some traits determined earlier in the game? Ok. You would need to make a whole bunch of text objects that represent 'pages' in your book, and you can refer to them easily. Also on the page, there will be a list of choices the player can make which takes him to a different page. You just need to tack on more conditionals that the player [i]doesn't[/i] have a choice over and are based on random chance or stats or some combination of the two. A choice takes the player to one of two different pages based on the outcome of this conditional. Saving is easy. You just write what page the player is on, and all of his attributes to a file. [editline]04:35PM[/editline] So when a player is forced to make a choice, he can make any choice he wants, but there is some probability of SUCCESS as opposed to FAILURE based upon some traits determined earlier in the game? Ok. You would need to make a whole bunch of text objects that represent 'pages' in your book, and you can refer to them easily. Also on the page, there will be a list of choices the player can make which takes him to a different page. You just need to tack on more conditionals that the player [i]doesn't[/i] have a choice over and are based on random chance or stats or some combination of the two. A choice takes the player to one of two different pages based on the outcome of this conditional. Saving is easy. You just write what page the player is on, and all of his attributes to a file.
Sorry, you need to Log In to post a reply to this thread.