Friday, October 25, 2013

Dev Log: Horror Text Adventure #25

I've now changed the temperature fluff from linear to being based on height variance.  It works better, with no more out of range exceptions, though it's still not the greatest.  Eventually I'll find a far more dynamic solution, just to mix things up, but for now at least it's interesting.  The only problem really comes in when the player starts in a room that's "so hot you think you're going to faint" or "so cold your toes feel numb."  Eventually this will be far more than flavor text, and might have some kind of measurable impact, so it wouldn't do to have the very first room put the player in mortal danger.  But again, for now, since it's just flavor text, it's more of an experiment that can be applied to other circumstances later.

However, all that's just goofy fun stuff.  The really meat I accomplished is adding "examine" to the dictionary.  When the player types "examine <object>" the game checks the room for that item, and spits out the item description.  If it's not in the room, it checks the player's inventory.  I'm thinking to make the game slightly more realistic, the player will have to have a limited inventory.  Bags of holding are silly.

But, in any case, the player can now walk, take, and examine.  We might have the start of an adventure game here!

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