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Cursed Kingdom thread
Posted: Sat Dec 16, 2006 4:23 pm
by Enerccio
Well, i am now making game called Cursed Kingdom.
In this game you are stranger, who killed the invincible demon and who get cursed by him. The only way to purify his body and whole kingdom is to find and use Wand of light.
Game concepts:
- 26 days where can you as a player find true love or not find true love
- In regular day you can:
* Work for money
* Train
* Buy new stuff
* Explore forests around city
* Spend time in Library
* Spend time in Park
* Not doing anything (

)
* Visiting castle
* Learning magic
- Ofc there will be some special days where you cannot do this stuff
- 6 girls:
* Princess (Best ending XD )
* Librarian
* Trainer
* Elf
* Wizard
* Cleric
- After the 26 day period, you and girl hero choose (based on VN dialogs with them) will try to find the magic wand.
- 7 good and 7 bad endings (+1 worst ending - you are dead XD )
- Combat with enemies (yet simple but it is better than nothing)
- 14 items to buy
- 4 types of jobs to work in
- You can be killed or kill with one hit (just like in real world)
- 8 music themes (3 all ready created)
This game will be created in pure renpy coding without DSE. Only variables, text, graphics, music and jumps (LOT OF JUMPS XD )
LOOKING FOR SOMEONE WHO CAN DRAW BACKGROUNDS AND CHARACTER SPRITES.
Please post any feedback.
Re: Cursed Kingdom thread
Posted: Sun Dec 17, 2006 1:48 am
by PyTom
Enerccio wrote:jumps (LOT OF JUMPS XD )
You'll also want to consider using call and call expression, as appropriate.
Re: Cursed Kingdom thread
Posted: Sun Dec 17, 2006 6:29 am
by Enerccio
PyTom wrote:Enerccio wrote:jumps (LOT OF JUMPS XD )
You'll also want to consider using call and call expression, as appropriate.
Mybe yes. But basic i got only jumps to days and jump to shops, locations and so on

I have only wokr + 25percent of shopping programmed and it allready have at least 80 jumps XD
Posted: Sun Dec 17, 2006 5:43 pm
by musical74
The premise looks interesting...have to give this a go when you get a demo of it or when you get it done.
Hey, I just thought of something...My Teacher became the first game completed after it had a demo here! CONGRATS, Enerccio!!!!
OK time for stupid question: what do you mean by *jumps*? Do you mean it takes place at a later time or....?
Posted: Sun Dec 17, 2006 7:12 pm
by Enerccio
musical74 wrote:The premise looks interesting...have to give this a go when you get a demo of it or when you get it done.
Hey, I just thought of something...My Teacher became the first game completed after it had a demo here! CONGRATS, Enerccio!!!!
OK time for stupid question: what do you mean by *jumps*? Do you mean it takes place at a later time or....?
No here it is part of code and you will know what i mean by jumps XD:
Code: Select all
label shop:
scene bg city shop
so "Hello and welcome to my shop. is there anything you want?"
label shopagain:
menu:
"Pick something. \n Gold: %(gold)s "
"Ring - 170 gold":
"This ring look\'s good. Many girls will love it!"
"It is not cheap. 170 gold is not small amount."
menu:
"Will you buy it?"
"Yes":
if gold < 170:
"You do not have enough money!"
else:
$ gold -= 170
$ ring += 1
"You bought ring."
"No":
pass
"Diamon Ring - 400 gold":
"Whoaa, what a nice ring!"
"All girls will die for it!"
"But it is very expensive. 400 gold..."
menu:
"Will you buy it?"
"Yes":
if gold < 400:
"You do not have enough money!"
else:
$ gold -= 400
$ diamond += 1
"You bought diamond ring."
"No":
pass
"Necklace - 100 gold":
"Very cute silver necklace."
"I am sure girls will like it."
"Still it is 100 gold..."
menu:
"Will you buy it?"
"Yes":
if gold < 100:
"You do not have enough money!"
else:
$ gold -= 100
$ necklace += 1
"You bought necklace."
"No":
pass
label shopafter:
if day == 1:
jump two
if day == 2:
jump three
if day == 3:
jump four
if day == 4:
jump five
if day == 5:
jump six
if day == 6:
jump seven
if day == 7:
jump eight
if day == 8:
jump nine
if day == 9:
jump ten
if day == 10:
jump eleven
if day == 11:
jump twelve
if day == 12:
jump trinast
if day == 13:
jump strnast
if day == 14:
jump petnast
if day == 15:
jump sestnast
if day == 16:
jump sedemnast
if day == 17:
jump osemnast
if day == 18:
jump devetnast
if day == 19:
jump dvadsat
if day == 20:
jump dvadsatjeden
if day == 21:
jump dvadsatdva
if day == 22:
jump dvadsattri
if day == 23:
jump dvadsatstyri
if day == 24:
jump dvadsatpet
if day == 25:
jump dvadsatsest
if day == 26:
jump dvadsatsedem
and in day there it is this:
Code: Select all
label three:
$ day = 3
$ renpy.music.play("nice.mid")
scene bg room
"Day %(day)s .\nGold: %(gold)s "
scene bg city
menu:
"So how will I spend my time today?"
"Working":
jump work
"Training":
jump train
"Trainig magic":
jump magic
"Reading books":
jump library
"I will visit the Castle":
jump castle
"Shoping":
jump shop
"Exploring nearby forest":
jump forest
"Walking in the Park":
jump park
"Doing nothing":
jump nothing
Maybe this is not good way to do that kind of stuff, but i like it

it is kind easy.
And thanks. I red about that whenver here is released demo, it will never become full game. I broke that XD
Posted: Sun Dec 17, 2006 11:14 pm
by Watercolorheart
Heh. It looks interesting. I like fantasy so I will look forward to it.
Also, ya~ay. I finally got the Teacher one on my computer to play with.
Posted: Sun Dec 17, 2006 11:53 pm
by Counter Arts
lol... just reading that code reminds me of the days where I was programming ZZT as a kid. All those labels...
Not sure how far are you down in your programming but here is something I just came up with when I read your code and was looking at actual real programming. Combining a ZZT programming pattern with function calls. So bad... but it might give you an actual good idea.
Code: Select all
label day001:
call normalDay
label day002:
call normalDay
label day003:
call normalDay
label day004:
call normalDay
label day005:
call special_event #your special event label
if adventure == true:
jump day007
label day006:
call normalDay
label day007:
call normalDay
label day008:
call normalDay
jump endingDays
Posted: Mon Dec 18, 2006 1:46 am
by Enerccio
Counter Arts wrote:lol... just reading that code reminds me of the days where I was programming ZZT as a kid. All those labels...
Not sure how far are you down in your programming but here is something I just came up with when I read your code and was looking at actual real programming. Combining a ZZT programming pattern with function calls. So bad... but it might give you an actual good idea.
Code: Select all
label day001:
call normalDay
label day002:
call normalDay
label day003:
call normalDay
label day004:
call normalDay
label day005:
call special_event #your special event label
if adventure == true:
jump day007
label day006:
call normalDay
label day007:
call normalDay
label day008:
call normalDay
jump endingDays
And what is good with this kid of programming? What are advantages or disadvantages of function call?
BCS wrote:Heh. It looks interesting. I like fantasy so I will look forward to it.
Also, ya~ay. I finally got the Teacher one on my computer to play with.
Well, it still need graphics though. I am no good at drawing...

Posted: Mon Dec 18, 2006 2:36 am
by Counter Arts
It basically means instead of this...
Code: Select all
label shopafter:
if day == 1:
jump two
if day == 2:
jump three
if day == 3:
jump four
if day == 4:
jump five
if day == 5:
jump six
if day == 6:
jump seven
if day == 7:
jump eight
if day == 8:
jump nine
if day == 9:
jump ten
if day == 10:
jump eleven
if day == 11:
jump twelve
if day == 12:
jump trinast
if day == 13:
jump strnast
if day == 14:
jump petnast
if day == 15:
jump sestnast
if day == 16:
jump sedemnast
if day == 17:
jump osemnast
if day == 18:
jump devetnast
if day == 19:
jump dvadsat
if day == 20:
jump dvadsatjeden
if day == 21:
jump dvadsatdva
if day == 22:
jump dvadsattri
if day == 23:
jump dvadsatstyri
if day == 24:
jump dvadsatpet
if day == 25:
jump dvadsatsest
if day == 26:
jump dvadsatsedem
You write this...
The only problem is that you shouldn't jump in the middle of a call. There's a few details I forgot but that's the idea.
Posted: Mon Dec 18, 2006 3:32 pm
by Watercolorheart
LOL, I used to program ZZT too when I was a kid. I was pretty bad at it, especially the debugging. (See also:
http://en.wikipedia.org/wiki/ZZT )
It probably helped me overcome *some* of my fear of programming ...
I can't believe I'm meeting someone else that used that system ... did you ever upgrade to the MegaZeus one too?
Too bad I was too young to really know who Tim Sweeney WAS. All I knew was I loved the Caves of ZZT. XP
Posted: Mon Dec 18, 2006 4:57 pm
by Enerccio
Counter Arts wrote:It basically means instead of this...
Code: Select all
label shopafter:
if day == 1:
jump two
if day == 2:
jump three
if day == 3:
jump four
if day == 4:
jump five
if day == 5:
jump six
if day == 6:
jump seven
if day == 7:
jump eight
if day == 8:
jump nine
if day == 9:
jump ten
if day == 10:
jump eleven
if day == 11:
jump twelve
if day == 12:
jump trinast
if day == 13:
jump strnast
if day == 14:
jump petnast
if day == 15:
jump sestnast
if day == 16:
jump sedemnast
if day == 17:
jump osemnast
if day == 18:
jump devetnast
if day == 19:
jump dvadsat
if day == 20:
jump dvadsatjeden
if day == 21:
jump dvadsatdva
if day == 22:
jump dvadsattri
if day == 23:
jump dvadsatstyri
if day == 24:
jump dvadsatpet
if day == 25:
jump dvadsatsest
if day == 26:
jump dvadsatsedem
You write this...
The only problem is that you shouldn't jump in the middle of a call. There's a few details I forgot but that's the idea.
That will be the main problem. Becouse i will be jumping inside call a lot

I mean when i am making the battle system at all...

Posted: Mon Dec 18, 2006 7:45 pm
by Counter Arts
Okay okay, you can but as long as you remember to call "return".
And yeah, I upgraded to Megazeux. I saw the stuff made for that and it blew my mind! They had something simulating internia although you could only have like 50 variables.
Also, there were only GOTO <label> and IF <flag> GOTO <label> as the major control structures. There was NO "else if" or "else" in ZZT-OOP!
To have a function be called only 10 times, you had to have 10 labels of the same name and zap the first one that wasn't already zapped.