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User:Blu Aardvark/AGS

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Revision as of 05:23, 14 September 2008 by Blu Aardvark (Talk | Contribs)
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Currently, I am working on an ED game in Adventure Game Studio. The working title is "Loldongs Chapter I: Serious Business". I'll be performing all the scripting myself. This game will totally own the shit out anything I could have done with RPGXP. Hands down. I've decided not to make it a graphical game at this point in time, however. It's a text adventure game, ala Zork.

Contents

Storyline

You are Richard C. Mongler. One day, you happened to be doing serious business downtown when suddenly you see a cyclist zip by, followed by a man in a pink jumpsuit screaming "NIGGER STOLE MY BIKE". Naturally, being a Good Upstanding Citizen, you give chase, but through some unforseen event and a gaping plot hole, you fall into a tube that was sticking out of the ground. It's not long before you notice that there is, in fact, an entire series of tubes, and your adventure begins.

Interface

Graphics? We don't need no stinkin' graphics. This game is a text-only game. That means that everything is navigated through keyboard commands. The basic interface is all set up; the only key elements that need manipulation are the save, load, and quit dialogs (and the restart command, which the creators of AGS 2 decided didn't NEED a dialog. For some reason).

Implemented commands

Game commands

These are functions which directly relate to the game engine. They are currently implemented, but currently use the default game dialogues instead of the text/parser area.

  • Save
  • Load
  • Quit
  • Restart

Special commands

These are commands that directly relate to the gameplay experience, but don't do anything significant in the game itself. These are properly implemented.

  • Inventory
  • Hint

Direction commands

These are commands that tell the parser which direction to go.

  • Up
  • Down
  • East
  • West
  • North
  • South

Verb commands

These are commands which directly tell the parser what to do.

  • Look (examine)
  • Talk (ask)
  • Get (take, pick up)
  • Open/Close
  • Push/Pull
  • Turn on/Turn off
  • Turn
  • Give
  • Use
  • Drop
  • Eat
  • Drink
  • Throw
  • Touch
  • Walk
  • Swim
  • Climb
  • Kill
  • Rape
  • Yiff
  • Fap
  • Die (An hero, kill yourself)


History

  • Version 0.01: One room, no graphics. Interface about 70% complete. I still need to create a game over sequence or GUI, and consider custom save/load/quit/restart dialogs.
  • Version 0.01.1: As above, one room. Now contains a proper character sprite (Credit: Jawsome), two additional inventory items (credit: Jawsome), and custom save/load/quit/restart dialogs. Still needs a game over GUI, and the custom dialogs are still in need of optimization (you can't exit out of them with the escape or enter keys yet; entirely mouse-driven, which is somewhat annoying). Code for granting (and counting!) in-game hints has been added. Hold CTRL+S to grant all inventory, type "hint" for a sample of the in-game hint script.
  • Version 0.01.2: No changes from above, but uses a non-blank test room courtesy of Jawsome instead of the default (and boring!) plain black screen.
  • Version 0.01.3: Restarted game project from scratch. Removed graphics and made it a raw text-only game. As usual, this is anything but a true release. But there is actually some content to the game now, and you can play through the first two rooms. Also begun to implement scoring.
  • Version 0.01.4: Mostly optimization changes to the script. Rape command implemented. Other than that, no major changes from the previous release.
  • Version 0.01.51: Again, mostly script optimization. There are three playable rooms now, but one of them is hidden; I've implemented a bit of an Easter Egg for Homestar Runner fans. Also, added code for events to happen after a fixed number of commands are entered (valid or invalid) - this is currently used to warn the player that he has contracted AIDS, and to set a game over event after 50 turns. There will be no further releases until I complete the next script section (Richard C. Mongler's home), which is probably going to encompass nine rooms or so.

Releases

  • 0.01.52 Prealpha. Alright, so I lied. More script optimization, some modifications to game messages, and a few trivial bugfixes. Really nothing significant here; the default message for trying to pick up something you can't take is now "DO NOT WANT", the default message when you look at something without a scripted description is now "it looks shopped", the default message for invalid commands is now "ENGLISH MOTHERFUCKER, DO YOU SPEAK IT?", and other fun stuff. I'm too tired to generate events for 8 rooms tonight, so I'll save that for tomorrow or Monday.
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