It started with this:
http://www.sandman.connectfree.co.uk/prog/gamebook.htm
Which I thought was really cool, since had its own dice roller. However, as worked on it I realized that story branching was still as difficult as in paperbook form. For three paths, I had to reserve, say pages 10 to 60 for the first character, 70 - 150 for the next, etc ... to combine at page 300 or so.
::twitch::
Then while checking out http://ambrosine.com/resource.html , I found Ren'Py slightly below. Looking at it, I was impressed at the clean and simple interface. Then I remembered seeing once that it is possible to have a good enough RPG engine in visual novel format *coughasgaldh*. All I really needed was some variables, some operators and a random number generator.
Essentially it would still be a lot of 'yes' and 'no' choices in the same vein as a gamebook, but with the computer handling the rolls and turning the pages. As long as I thought of it that way, it doesn't seem so hard.
http://illuminati-fiction.net/bpen/files/IU3r.zip
The code is still fugly, and there are certainly far more efficient ways of handling it. Eheh. I'm still giddy with having it function, though. (Mwhahah! It woiks! It woiks!)
The above 'battle engine'
* rudimentarily incorporates levels
* utilizes equipped weapons and armor
* enforces different 'styles' of play
* handles critical hits
* handles status effects (only one so far, though)
* has a crude shop and inventory system
I uploaded the test version, so the player starts with extra gold and wins under his (or her) belt. The plot is... inconsequential to this point, but the demo is more or less playable as it is.
It doesn't have a user interface, which is something I'm lost on. I figure I could put some horizontal buttons at the left side of the screen, but how do I place text on the screen? I only need a simple bar over at the top.
Please, I'd rather not see python: and keep ui_ to a minimum.
The exponential increase in needed XP to reach the next level really throws me off. I have no idea how to do it.
I still have to incorporate team battle. I suppose a few more definitions would do it. However, after looking at the code, what would you suggest?
Something to the order of:
Anyways, things to add:
* a user interface(!)
* team battle(!)
* exponential XP requirements
* more status effects (poisoned, bleeding, etc)
* ranged weapons calc (use PER check instead of STR)
* remembering the equipment of each character
* secondary items (implants) that give stat boosts or regen
* secondary skills (Medical, Traps, Heavy Weapons etc)
::scratches the tip of his nose::
Now that I think about, just changing STR to SENSORS or Mech Piloting would do just as well. Instead of buying "Spear" we just mount "Heavy Beam Cannon" in turret or purchase "120mm Rifle". Once I have an interface, I have an idea of configuring this to simulate a ship-to-ship combat system.
http://illuminati-fiction.net/bpen/files/Severance.zip
edit:
D'oh!
Code: Select all
menu:
"Eat the chicken.":
...
"Eat your veggies:":
...
"I'm full." if food_points > 10:
Please tell me, what other things have I missed?