I really like the clothes/wearable, container/containable functionality added by TypeLib. I was thinking how neat it would be to have other specialty properties like edible, drinkable, etc.
Fred, tell Janice about the sports car.
How about objects which depend upon the existence (or presence) of other objects?
How about "turn based" scenarios? That is, where you can code for actions in each room to happen when the user presses the "Done with turn" button.
Or events that happen "behind the scenes". For example, you started an activity in a room. When you returned to the room at a later time, that activity has progressed to a certain degree.
I know these can be scripted, but the libraries can really cut down on the extra coding.
Once again, I'm full of ideas, just not necessarily good ones. Any other ideas and opinions - even if you disagree - are appreciated!
Thanks for the response. I'm anxious to see the next TypeLib!
The NPC interaction sounds great!
I'd like to see edible and drinkable.
Maybe consumable resources (kinda like our oil!) with start value, qty or percentage of depletion during gameplay.
That reminds me, earlier I had asked on the forum for help in filling a canteen from the lake. I got some good, workable suggestions. I tried using your scenery object, and just a regular object, but nothing quite worked without a script. That's kinda what I'm thinking of with a resource. Something that's there (and described), but it's only takeable in portions.
The existence or presence of other objects:
You can make a cake, but only if you have all the (listed) ingredients.
The engine object is made of the crankshaft, camshaft, pistons, etc. Each an object in itself, but combine to make a new object.
Does your readable property set any flags? That is: My user can't do a certain task unless he (or an NCP) has first read the manual. Would be nice if it does. Could simulate the gaining of intelligence or training.
I didn't know about the beforeturn and afterturn scripts. Guess I need to read the book again! How do we implement a "turn based" game? Just have the user type in a GO command of some sort? Do you know if any of the Quest games in the download area are turn-based? I'd be happy to look at the code to see how it's done.
From an earlier discussion, I would still like to see a way to pass parameters from one Quest game to another.
Just wondering if anyone is working on any more libraries, or is planning to.
I don't feel the energy to code a real and complicated library, but it could be useful in order to avoid the unrealistic "I don't understand your command. Type HELP for a list of valid commands" we can get even for some really common action verbs : listen, read, hit...
It annoys me a little bit when games have an obvious thing to do, but you've got to figure out the correct word to use before you can do it!
on the other hand giving a custom response to 'hit the widget' when at no point in the game can you actually 'hit' anything might be viewed as confusing to the player.
It annoys me a little bit when games have an obvious thing to do, but you've got to figure out the correct word to use before you can do it!
Actually this is the OPPOSITE case to the one Favardin is suggesting. Favardin is suggesting we code responses for verbs that actually do nothing, while the case here is not coding a verb that WILL do something!
That's one of the first steps to writing *good* software! Case it point: you can almost always tell when it was a developer who wrote the manual/help system. Most of the time, only another developer can understand it. This is one of the weakest links in software development.