Ohhhhh that’s really good to know because I was confused on that. I got lost a little bit when you mentioned based on the Crystal Class, so I’ll have to stare at it for a really long time. I have another question; as it relates to Scenes.
general scene question
I do have another question, but it pertains to Scenes. I actually don’t quite understand Scenes or their benefit, when it comes to story progression. Inform 7 says, “Scenes enable the player to organize games around scenes rather than location.” but I’m not sure what that means;
The way I see it is as a : “Location vs. Scene vs. Object” type progression–Is it just a different way to think about or approach programming? What’s the traditional way people approach programming games?
And How does that contrast to what we traditionally do in Tads 3?
When it comes to how the different software build scenes:
Finally Inform 7 scenes, allow you to define a room, that’s the starting location, a list of the objects in that scene, and you can start and end it there.
But in Tads 3; adv3Lite, the code I see surrounds when the scene starts, and ends, how do I add objects, trigger events that are only specific to that scene? I’ve been looking at the adv3Lite Manual and the Library, and then I figured the “Methods” for afterAction(), beforeAction() in scenes propel that forward.
I went around searching for any open-source game that used Adv3Lite scenes so I could see it in action, and how it would work, but was having a hard time finding examples of it. If I had an example of it I could dissect the game there more easily. Does anyone have any example
Side note: Rambling
Right now game progression so far in my head works like, on an object/action based kind of thing. Like when player does X, and if player puts X here, then this triggers that. I’m not quite sure how game progression works when it comes to scenes, and how scenes can be integrated into story on a programming level in action. Merging gameplay with scenes yet. Like the way inform 7 makes it sound is that scenes encapsulate all those actions, but in my head the way I see it, as scenes themselves are, like the showintro bit at the beginning–It’s just, I’m confused.
One thing I wanted to do was be able to have scenes (that encapsulated levels) or something else that was similar to that, when triggered update the room and area; kinda like in C# calling a method that loads a whole level into it;
that was complicated for me to figure so I just made a bunch of more rooms, and each set of rooms just represented different levels, there’s so much I want to explore there. Like I wanted to update room descriptions which would contain atmosopheric scenery as part of the description,
when that specific scenery was there, certain objects relative to it would appear in the room but only with that scene description. The scene description would cycle through an eventlist.
I’m not that great a programmer lol, I’m working with what I know how to do now and building my way up; but my hope is that, I will eventually be able to do that. As it seems in my head simple insomuch as I just have to write a lot of things into account to do it.
Right now I’m just trying to make a very small game that works before expanding on rooms descriptions and the likes (this is me rambling).