Having Trouble with creating Multiple Scene Endings

Okay, fixed the stuck machinery - by adding an action points allowance! The initial round of scene changes work, but as I’m not sure what the “survival” scenes etc are for, I didn’t mess with them. But you could make them a fixed length by noting the turn count, I guess.

Anyway, I’ve added suggestions as comments in the code, so have a look around, mess around with it and see what ideas pop into your head. Above all, have fun!

"rpg scenes" by "Testa"

The arena is a room. "Sand covers the floor, but the bleachers stand empty.[first time][paragraph break]Or you could add extra text here if you like.[only]". [text between "first time" and "only" is only shown the first time the player is in the room.]

Every person has a number called AP. The AP of a person is usually 5.
After doing something:
	decrease the AP of the player by 1;
	[let the AP of the player be points remaining;]
	
[I've added some details just to give the player something to do]	

Joku is a man in the arena. The player is Joku. 
Joku is wearing leather sandals and a metal breastplate.


Sally is a woman in the arena.
Sally is wearing fishscale armor.

Bob is a man in the arena.
Bob is wearing a robe of many colors.

Tokens are in the arena.

Some sand is scenery in the arena.
The bleachers are scenery in the arena.

[When play begins:
	now the player is Joku;
	now yourself is nowhere;]
	
[Intro is a scene.][The problem with the Intro scene was that the player had to do something, anything, in order to make the game start. So I've taken it out. If you want to add any scene setting, dialogue or whatever, just add another say statement to when play begins.]

When play begins:
	say “This was made with [bold type]No Extensions[roman type], only [italic type]Inform 7[roman type].”;
	say "You could put some explanatory text or instructions here.";
	now the command prompt is "You are [the printed name of the player] ([the AP of the player]  actions remaining) > ";
	

[When Intro ends:		
	say “You are standing in the lobby of a building.”.]

[Intro begins when play begins. Intro ends when the time since Intro began is 1 minute.]

FirstPlayer is a recurring scene. FirstPlayer begins when play begins.

[He starts off with one ap extra because the game does an automatic "look" on move one]
When FirstPlayer begins:
	Now the player is Joku;
	if the turn count is 1:
		now the ap of joku is 6;
	else:
		now the ap of joku is 5;

When FirstPlayer ends:
	say “[italic type]Player 2 turn[roman type]”.

[FirstPlayer begins when Intro ends.]

FirstPlayer ends happily when FirstPlayer is happening and location is not Death and the ap of Joku is less than 1.
[FirstPlayer ends happily when the AP of the player is less than 1.]
FirstPlayer ends sadly when FirstPlayer is happening and location is Death and the player does not carry Tokens.


SecondPlayer is a recurring scene.
SecondPlayer begins when FirstPlayer ends happily.
SecondPlayer ends happily when SecondPlayer is happening and location is not Death and the ap of the player is less than 1. [less than 1 is safer than "is 0" because if we start applying different costs to different actions, the player's AP might be say 2, s/he does an action costing 3, and the AP total skips right past zero.]
SecondPlayer ends sadly when SecondPlayer is happening and location is Death and the player does not carry Tokens.

When SecondPlayer begins:
	Now the player is Sally;
	now the ap of sally is 5;

When SecondPlayer ends:
	say “[italic type]Player 3 turn[roman type]”.


ThirdPlayer is a recurring scene.
ThirdPlayer begins when SecondPlayer ends happily.
ThirdPlayer ends happily when ThirdPlayer is happening and location is not Death and the ap of the player is less than 1.
ThirdPlayer ends sadly when ThirdPlayer is happening and location is Death and the player does not carry Tokens.

When ThirdPlayer begins:
	Now the player is Bob;
	Now the ap of bob is 5;

When ThirdPlayer ends:
	say “[italic type]Player 1 turn[roman type]”.
	
FirstPlayer begins when ThirdPlayer ends happily. [This was the problem line. If you put it right up at the top with the rest of the instructions about the First player, then because it refers to "Third Player" which you haven't told Inform about yet, Inform gets confused.]

[You flip between calling a scene "Survival P1" and "P1Survival". An easy mistake to make in a long coding session, but compilers are notoriously unforgiving. If it was not a mistake, then I urge you to change the name of one or the other so that they are less easily confused with one another.]
P1Survival is a recurring scene.
P1Survival ends happily when P1Survival is happening and location is not Death.
P1Survival ends sadly when P1Survival is happening and location is Death and the player does not carry Tokens.

When P1Survival begins:
	Now the player is Joku.

When P1Survival ends:
	say “[italic type]Player 3 turn[roman type]”.


[no "P2Survival?]

P3Survival is a recurring scene.
P3Survival begins when SecondPlayer ends sadly.
P3Survival begins when P1Survival ends happily.
P3Survival ends happily when P3Survival is happening and location is not Death.
P3Survival ends sadly when P3Survival is happening and location is Death and the player does not carry Tokens.

When P3Survival begins:
	Now the player is Bob.

When P3Survival ends:
	say “[italic type]Player 1 turn[roman type]”.

SurvivalP1 is a recurring scene.
[SurvivalP1 begins when SurvivalP2 ends happily.][No such scene declared.]
SurvivalP1 begins when ThirdPlayer ends sadly.
SurvivalP1 ends happily when SurvivalP1 is happening and location is not Death.
SurvivalP1 ends sadly when SurvivalP1 is happening and location is Death and the player does not carry Tokens.

When SurvivalP1 begins:
	Now the player is Joku.

When SurvivalP1 ends:
	say “[italic type]Player 2 turn[roman type]”.


SurvivalP2 is a recurring scene.
SurvivalP2 begins when SurvivalP1 ends happily.
SurvivalP2 ends happily when SurvivalP2 is happening and location is not Death.
SurvivalP2 ends sadly when SurvivalP2 is happening and location is Death and the player does not carry Tokens.

When SurvivalP2 begins:
	Now the player is Bob.

When SurvivalP2 ends:
	say “[italic type]Player 1 turn[roman type]”.
    

SurvivalPL2 is a recurring scene.
SurvivalPL2 begins when FirstPlayer ends sadly.
SurvivalPL2 ends happily when P1Survival is happening and location is not Death.
SurvivalPL2 ends sadly when P1Survival is happening and location is Death and the player does not carry Tokens.

When SurvivalPL2 begins:
	Now the player is Joku.

When SurvivalPL2 ends:
	say “[italic type]Player 3 turn[roman type]”.

SurvivalPL3 is a recurring scene.
SurvivalPL3 begins when SurvivalPL2 ends happily.
SurvivalPL3 ends happily when SurvivalPL3 is happening and location is not Death.
SurvivalPL3 ends sadly when SurvivalPL3 is happening and location is Death and the player does not carry Tokens.

When SurvivalPL3 begins:
	Now the player is Bob.

When SurvivalPL3 ends:
	say “[italic type]Player 2 turn[roman type]”.
	

[Again, these two lines below have to be down here so that the scenes to which they refer have already been declared.]
P1Survival begins when P3Survival ends happily.
SurvivalPL2 begins when SurvivalPL3 ends happily.



P1Alive is a scene.
P1Alive begins when SurvivalP2 ends sadly.
P1Alive begins when P3Survival ends sadly.
P1Alive ends happily when P1Alive is happening and location is not Death.
P1Alive ends sadly when P1Alive is happening and location is Death and the player does not carry Tokens.

When P1Alive begins:
	Now the player is Joku.

When P1Alive ends:
	say “[italic type]Last surviving team member![roman type]”.


P2Alive is a scene.
P2Alive begins when SurvivalPL3 ends sadly.
P2Alive begins when SurvivalP1 ends sadly.
P2Alive ends happily when P2Alive is happening and location is not Death. [typo corrected]
P2Alive ends sadly when P2Alive is happening and location is Death and the player does not carry Tokens.

When P2Alive begins:
	Now the player is Sally.

When P2Alive ends:
	say “[italic type]Last surviving team member![roman type]”.


P3Alive is a scene.
P3Alive begins when P1Survival ends sadly.
P3Alive begins when SurvivalPL2 ends sadly.
P3Alive ends happily when P3Alive is happening and location is not Death.
P3Alive ends sadly when P3Alive is happening and location is Death and the player does not carry Tokens.

When P3Alive begins:
	Now the player is Bob.

When P3Alive ends:
	say “[italic type]Last surviving team member![roman type]”.
	


Death is a room. [I'm pretty sure this isn't what you meant, unless they're going to be moved here when hp are zero, or something. But this is the only way you can have a location of "Death" in the game.]

Sure. To add experience points to the game, all you need to do is add a rule to each action, in the exact same way we’re using for action points. At the moment all actions have the same cost, because we’re only adding one rule (“after doing something…”)

e.g.

after taking the golden idol:
    increase the player's xp by 50;
    say "Your score just went up by 50 points!";

or

after reading the scroll of speed:
    increase the player's max-ap by 2;
    say "You feel a shiver run through your body. All at once you feel sharper, more alert, as though you could do things faster.";

Of course you could just have said “your ap goes up by 2” but that’s a boring way to say it. Players don’t want to feel they’re battling an interactive spreadsheet; they want to be transported to another world.

@Dizzydonut I have not tried anything yet-but upon reading

I was wondering: since this is multiplayer, would it be possible/work better to have the individual PC’s gain xp instead of the “player”, so each player has their own xp? If not, it’ll be ok just sticking with the AP then.

Speaking about AP…

I got an idea: maybe the first scene could be the first player and give him 6 AP, but then when it cycles back to P1, it goes to a different scene which gives P1 5 AP for the turn? Would that work or would it be better to just keep it simply as you have posted it?

@Dizzydonut @matt_weiner @HanonO This will make it easier for me to copy/paste/test your suggestions, if we all use the same testing world. You do not have to use this, you can totally ignore it if you want. I just think it might be easier to format stuff if we’re all using the same example to tinker and play around with. Again, if you don’t want to use this and you’d rather use your own, go ahead and do what’s easiest for you :smile: You’ve all given great suggestions.

For Future Examples

"True Multiplayer".  The story headline is "A game that truly needs candy Peeps.". use no scoring. use undo prevention.  use brief room descriptions. 

When play begins: now the command prompt is "Action:";
now the left hand status line is "Time:[time of day]";
now the right hand status line is "Actions taken:[turn count]".

Check saving the game: say "That's not a verb I recognise."; stop the action.

Check restoring the game: say "[line break][italic type][bold type]Finding Checkpoint...[roman type][line break]"; now the player is in Vault; stop the action.

Check restoring the game when the location is Death: say "[line break][line break][bold type]HINT  [roman type]Eat a Token to use a life.[line break][line break]"; stop the action.

A Token is a kind of thing. Tokens are edible. 
After eating a Token in Death:  say "[line break][bold type][italic type]Respawning...[roman type][line break]"; move the player to a random room in Gameworld.
Before eating a Token in Gameworld: say "Not a wise time to eat this It'd be a waste of your life."; stop the action.
Check taking a Token: say "[bold type]You gained a life![roman type]".

Every turn, if somebody is in an adjacent room (called the Hiding Place), say "You hear distant breathing from the [the Hiding Place]."

Ready? is a room.  description is  "Welcome to the game. Before you play, it is recommended to find  two friends to play alongside you. RESTORE has been reprogrammed to allow for checkpoints. When ready, climb down into the game world." 

Gameworld is a region. Basement, Lobby, Room B, Room C, Room 1, Vault, and Secret Room are in Gameworld.

When play begins:
    choose row with a final response rule of immediately undo rule in the Table of Final Question Options;
    blank out the final question wording entry.

every turn when the location is Death: if three people are visible, end the story saying "Game Over".

Extra is a room. 
Instead of looking in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".
Instead of eating in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".
Instead of jumping in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".
Instead of thinking in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".
Instead of waiting in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".
Instead of going nowhere in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".
Instead of taking inventory in Extra: say "[line break][line break][bold type]ALERT [roman type]      The game is about to start.[line break][line break]".

Dude is a person. Girl is a person. Boy is a person.
Dude is in Extra. Girl is in Extra. Boy is in Extra.

Intro is a scene. 
When Intro begins:
say "This was made with [bold type]No Extensions[roman type], only [italic type]Inform 7[roman type]."
When Intro ends:
say "You are standing in the lobby of a building.".
Intro begins when play begins. Intro ends when the time since Intro began is 1 minute.

FirstPlayer is a recurring scene. 
When FirstPlayer begins:
Now the player is Joku.
When FirstPlayer ends:
say "[italic type]Player 2 turn[roman type]".
FirstPlayer begins when Intro ends. 
FirstPlayer ends happily when FirstPlayer is happening and location is not Death.
FirstPlayer ends deadly when FirstPlayer is happening and  location is Death and the player does carry Tokens.
FirstPlayer ends sadly when FirstPlayer is happening and  location is Death and the player does not carry Tokens.

SecondPlayer is a recurring scene. 
SecondPlayer begins when FirstPlayer ends happily. 
SecondPlayer begins when FirstPlayer ends deadly.
SecondPlayer ends happily when SecondPlayer is happening and location is not Death.
SecondPlayer ends deadly when SecondPlayer is happening and  location is Death and the player does carry Tokens.
SecondPlayer ends sadly when SecondPlayer is happening and location is Death and the player does not carry Tokens.
When SecondPlayer begins:
Now the player is Sally.
When SecondPlayer ends:
say "[italic type]Player 3 turn[roman type]".

ThirdPlayer is a recurring scene. 
ThirdPlayer begins when SecondPlayer ends happily. 
ThirdPlayer begins when SecondPlayer ends deadly.
ThirdPlayer ends happily when ThirdPlayer is happening and location is not Death.
ThirdPlayer ends deadly when ThirdPlayer is happening and  location is Death and the player does carry Tokens.
ThirdPlayer ends sadly when ThirdPlayer is happening and location is Death and the player does not carry Tokens.
When ThirdPlayer begins:
Now the player is Bob.
When ThirdPlayer ends:
say "[italic type]Player 1 turn[roman type]".

FirstPlayer begins when ThirdPlayer ends happily.
FirstPlayer begins when ThirdPlayer ends deadly.

P1Survival is a recurring scene. 
P1Survival ends happily when P1Survival is happening and location is not Death.
P1Survival ends deadly when P1Survival is happening and  location is Death and the player does carry Tokens.
P1Survival ends sadly when P1Survival is happening and location is Death and the player does not carry Tokens.
When P1Survival begins:
Now the player is Joku.
When P1Survival ends:
say "[italic type]Player 3 turn[roman type]".

P3Survival is a recurring scene. 
P3Survival begins when SecondPlayer ends sadly.
P3Survival begins when P1Survival ends happily. 
P3Survival begins when P1Survival ends deadly.
P3Survival ends happily when P3Survival is happening and location is not Death.
P3Survival ends deadly when P3Survival is happening and  location is Death and the player does carry Tokens.
P3Survival ends sadly when P3Survival is happening and location is Death and the player does not carry Tokens.
When P3Survival begins:
Now the player is Bob.
When P3Survival ends:
say "[italic type]Player 1 turn[roman type]".

P1Survival begins when P3Survival ends happily.
P1Survival begins when P3Survival ends deadly. 

UNOLIVES is a recurring scene. 
UNOLIVES begins when ThirdPlayer ends sadly.
UNOLIVES ends happily when UNOLIVES is happening and location is not Death.
UNOLIVES ends deadly when UNOLIVES is happening and  location is Death and the player does carry Tokens.
UNOLIVES ends sadly when UNOLIVES is happening and location is Death and the player does not carry Tokens.
When UNOLIVES begins:
Now the player is Joku.
When UNOLIVES ends:
say "[italic type]Player 2 turn[roman type]".

P2Survival is a recurring scene. 
P2Survival begins when UNOLIVES ends happily. 
P2Survival begins when UNOLIVES ends deadly.
P2Survival ends happily when P2Survival is happening and location is not Death.
P2Survival ends deadly when P2Survival is happening and  location is Death and the player does carry Tokens.
P2Survival ends sadly when P2Survival is happening and location is Death and the player does not carry Tokens.
When P2Survival begins:
Now the player is Bob.
When P2Survival ends:
say "[italic type]Player 1 turn[roman type]".

UNOLIVES begins when P2Survival ends happily. 
UNOLIVES begins when P2Survival ends deadly.

DOSLIVES is a recurring scene. 
DOSLIVES begins when FirstPlayer ends sadly.
DOSLIVES ends happily when DOSLIVES is happening and location is not Death.
DOSLIVES ends deadly when DOSLIVES is happening and  location is Death and the player does carry Tokens.
DOSLIVES ends sadly when DOSLIVES is happening and location is Death and the player does not carry Tokens.
When DOSLIVES begins:
Now the player is Joku.
When DOSLIVES ends:
say "[italic type]Player 3 turn[roman type]".

TRESLIVES is a recurring scene.
TRESLIVES begins when DOSLIVES ends happily. 
TRESLIVES begins when DOSLIVES ends deadly.
TRESLIVES ends happily when TRESLIVES is happening and location is not Death.
TRESLIVES ends deadly when TRESLIVES is happening and  location is Death and the player does carry Tokens.
TRESLIVES ends sadly when TRESLIVES is happening and location is Death and the player does not carry Tokens.
When TRESLIVES begins:
Now the player is Bob.
When TRESLIVES ends:
say "[italic type]Player 2 turn[roman type]".

DOSLIVES begins when TRESLIVES ends happily. 
DOSLIVES begins when TRESLIVES ends deadly.

P1Alive is a scene. 
P1Alive begins when P2Survival ends sadly.
P1Alive begins when P3Survival ends sadly.
P1Alive ends happily when P1Alive is happening and location is not Death.
P1Alive ends deadly when P1Alive is happening and  location is Death and the player does carry Tokens.
P1Alive ends sadly when P1Alive is happening and  location is Death and the player does not carry Tokens.
When P1Alive begins:
Now the player is Joku.
When P1Alive ends:
say "[italic type]Last surviving team member![roman type]".

P2Alive is a scene. 
P2Alive begins when TRESLIVES ends sadly. 
P2Alive begins when UNOLIVES ends sadly. 
P2Alive ends happily when P2Alive is happening and location is not Death.
P2Alive ends deadly when P2Alive is happening and  location is Death and the player does carry Tokens.
P2Alive ends sadly when P2Alive is happening and location is Death and the player does not carry Tokens.
When P2Alive begins:
Now the player is Sally.
When P2Alive ends:
say "[italic type]Last surviving team member![roman type]"

P3Alive is a scene. 
P3Alive begins when P1Survival ends sadly. 
P3Alive begins when DOSLIVES ends sadly. 
P3Alive ends happily when P3Alive is happening and location is not Death.
P3Alive ends deadly when P3Alive is happening and  location is Death and the player does carry Tokens.
P3Alive ends sadly when P3Alive is happening and location is Death and the player does not carry Tokens.
When P3Alive begins:
Now the player is Bob.
When P3Alive ends:
say "[italic type]Last surviving team member![roman type]".

Checkpoint is a room.
Joku is in Lobby. Joku is carrying a blue sword and a Token.
Sally is in Attic. Sally is carrying a green sword, the orange shield, and a Token.
Bob is in Basement.  Bob is carrying a notebook, a pencil, an eraser, and a Token.

Lobby is south of Main Hall. "The building entrance. There is an exit to the north".
Start is down from Ready?. "Remember, work together! This is a co-op game.".
Main Hall is a room. "Nobody here but you. You notice an exit in all directions, but the only unlocked exits are east and south...".
Eastern Hallway is east of Main Hall. "You think this room is familiar, but don't know why. ".
Stair Flight is north of Eastern Hallway.
Attic is up from Stair Flight. "A dusty old attic.".
Basement is down from Stair Flight. "The lights flicker, and you can't help but notice the sickening smell.".
Vault is south of Basement. "Congratulations, you have reached the vault! But alas, part of the southern wall has crumbled away, revealing yet another room.". There are seven Tokens in the Vault.
Secret Room is south of Vault. "[if unvisited]You step cautiously into what seems to be a completely hidden room.  The Killer narrows his eyes and snarls at you. 'What do you want?' as he whips out his sword, ready for a fight. You respond, defensively lifting the shield, 'I am charged with protecting this. All I am doing is my duty.' The Killer stomps out and mutters, 'Just this once, I let you live. If you follow me, I won't make that mistake a second time.' You gasp as you realize that you just faced a member of the Katana-and lived to tell the tale. You look around and tremble at thinking of following the member into the western corridor.[end if]".
Ancient Corridor is west of Secret Room. "You muster up your courage and decide to pursue the evildoer anyway. You must get the Emerald back, even if it costs you your life."
Ancient Ruins is west of Ancient Corridor.
Pathway is north of Ancient Ruins.
Katana Headquarters is north of Pathway.
Storage Room is north of Basement. "You notice a ladder in a hole in the middle of the floor."
Makeshift Passage is down from Storage Room.
Death is a room. 

Killer is in the Katana headquarters. Killer is carrying a yellow glowing sword and a silver shield.

Instead of going south from the Vault while the orange shield is not carried:
		say "The Killer begins to growl.
		 Suddenly, he swipes his sword and cuts you in half. [line break][line break][line break][line break][bold type]   *** You have died ***[roman type][line break][line break][line break]";
move the player to Death, without printing a room description.

Instead of going nowhere from Death :
             say "Who do you think you are, a zombie?".

Rule for printing the name of Joku: say "Joku".
Rule for printing the name of Sally: say "Sally".
Rule for printing the name of Bob: say "Bob".

Yes, this is possible! What I tried was “has happened for three turns,” which turned out to give everyone two turns, for reasons that I don’t quite know.

If you want something more flexible you might well want to do something like Dizzydonut’s action points scheme though! The main thing is to make sure that your conditions won’t all be true at once, to keep the game from cycling through every scene at once.

(Sorry I didn’t see your shared example before I tried this!)

P1 is a recurring scene. P1 begins when play begins. P1 ends happily when P1 has happened for three turns and the location is not Dead. P1 ends tragically when P1 was happening and the location is Dead.

P2 is a recurring scene. P2 begins when P1 ends happily. P2 ends happily when P2 has happened for three turns and the location is not Dead. P2 ends tragically when P2 was happening and the location is Dead.

P3 is a recurring scene. P3 begins when P2 ends happily. P3 ends happily when P3 has happened for three turns and the location is not Dead. P3 ends tragically when P3 was happening and the location is Dead. 

P1 begins when P3 ends happily.

When P1 ends tragically:
	say "P1 carked it.";
	end the story.
	
When P2 ends tragically:
	say "P2 carked it.";
	end the story.
	
When P3 ends tragically:
	say "P3 carked it.";
	end the story.
	
When P1 begins:
	say "Starting P1."
	
When P2 begins:
	say "Starting P2."
	
When P3 begins:
	say "Starting P3."

Lab is a room. Dead is north of Lab. 

This will actually work the way that dizzydonut has it set up. “The player” isn’t a fixed object–it refers to whichever person in the game world is the player at that moment. Since this code is switching the player with “now the player is Bob” etc., when it adds 50 to the xp of the player, that 50 will get added to Bob’s xp; the other players won’t get it.

I edited the code tags into your post–you can put ``` on separate lines before or after the post to make a code block.

It looks like you have “does carry” in a few places and the compiler doesn’t like that–you have to change those to “carries.”

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Yes, I’ve been meaning to ask you how you’re actually making this a multiplayer game. At the moment I’ve been assuming that you’re talking about a “hot seat” arrangement, with each of the the three people grouped around the same pc, and the other two looking over the current player’s shoulders while s/he plays.

So in that case it’s ok to just say “increase the player’s xp by…” because each person in turn becomes “the player.”

If the system you’re using has the debugging tools installed, then one of them is a command called “showme”. If you type “showme jonus” then the game will print to screen a list of the settings, variables and so on attached to the object “jonus”. If you do that then you’ll see that the code I posted does actually change the AP of Jonus, Sally and Bob when each of them becomes the current player.

Yes, the first time the player is Jonus, he gets 6AP (because we can’t stop Inform from making that first “look” and it’s unfair to penalise that player for something not under his control. But the second and subsequent times it cycles around to that player, he’ll only get 5AP the same as everyone else.

I couldn’t get your “For Future Examples” code to compile. Are you able to have multiple stories in progress at the same time on Playfic? If you are, then I’d start a new story and try to fix that code using the code posted here as exemplars.

Don’t be worried about taking some time to sit back, think things out and decide how you want your game to work. Have a look at the code that’s been posted and mess around with it. Change some things in it and see how it breaks it, so that you can understand why, for example “when play begins” works, but “when play began” doesn’t. Change the things you don’t like, and try to add things you do like.

There’s no point us rushing ahead posting code and leaving you behind. That’s not the idea here. Coding is not some period of drudgery intervening between you now, and your awesome game in the future. Coding is challenging, frustrating (God! Now there’s an understatement!) and the passport to many a lost weekend, but above all, it’s FUN.

The idea is to help you make your game. So learn things at your own pace, and don’t worry – when you get stuck, we’ll be here. When you seem to be going round and round in circles, we’ll sympathise. When you tell us about sitting bolt upright in bed with a good idea, we’ll chuckle, and know what you mean. Making a game is a labor of love, and the more you do yourself, the more you’ll love it.

1 Like

@Dizzydonut @matt_weiner I am leaning toward combining both of those, perhaps, but i’m not for sure. I’ve had a lot of schoolwork to get done (still not done, but at least a lot of it is), so that’s why I have not had any time yet to test anything. As for not seeing the example I posted, thanks for the formatting and honestly, like I mentioned earlier, you don’t have to use it if you don’t want to. But if it helps that we’re using the same one, go ahead and use it. It’s actually going to be the template that I release when I release the game so people have a file they can edit instead of tinkering with Explorus, even though Explorus will be open source.

That’s good to know. Makes things easier lol

Is it ok when the code is “does not carry”?

Yeah, pretty much. Feel free to ask me anything :smile: :smiley: The command “showme” does work, so i’m assuming debugging tools are installed but idk for sure. So will a new scene need to be made for the first player’s turn or does it automatically correct itself in that aspect?

That’s odd. It compiles on Playfic-but then again, you guys mentioned it’s a little outdated there. Go ahead and modify your copy so it compiles if you want. You don’t have to if you don’t want, just to whatever’s easiest for you. And yes, I can have several stories. In fact, I originally was going to release a “Basic” and an “Advanced” templates, but now I changed my mind to only releasing one. So I could easily change one of them for this.

If you guys at any point in time want to use any of the code I’ve posted or ideas or anything in your games, please don’t think about it-just go ahead and DO IT! Lol I don’t care whether my stuff gets used by someone reading this or posting a reply to it. After all, if and when Explorus gets finished, It’s going to be released (along with the template we are making right now!) open source. I’ll get back to you guys hopefully in the next few days. My internet just went down and came back up, so I think I’m going to try to back off of the Interwebs for just a day or two.

I will let you know what happens when I test out the code, any new ideas I may have gotten, and I’ll try to test the ideas out before posting, but no gaurentee.

Until I come back, Fare Thee Well, Shoveled Knights!

:forehead smack: Of course, that’s why.

Glad you’re thinking of the hot-seat system; I’m not sure it would be possible to hack inform to manage any other way.

Okay, well I’ll leave you to your studies.

Catch you later.

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It is in fact possible! Look at Guncho, which is basically a multiplayer I7 platform (which runs the story file on every player’s computer simultaneously, with a custom interpreter that sends the actions of one player to be executed by NPCs for the others).

Hmmm, perhaps the sequel game could made in this be. But first, I shall finish schoolwork and beating Shovel Knight: Shovel of Hope before investigating. I have 1 and 1/2 levels left! I’m planning on soon creating a new topic that will be for all areas of development of Explorus-but that won’t be created until after we get this scene thing fixed-which we may or may not have figured out. I have not yet tested the code, so we might have it fixed. I’ll give an update in a few days. Until then,
Fare Thee Well, Shoveled Knights!

Hi everyone! I’m back, refreshed, and superexcited to tell you what is about to happen!
@Draconis @Dizzydonut @matt_weiner @HanonO
I am back but alas sadly the order of No Quarter is still at large! I made it to the boss rush and have beaten 5 of them with 6 hits left on the 6th… and died. So close!
Ok, now back to what we’ve been posting like crazy about! I have tested the solutions, and guess what?! Let’s celeberate, cause not only have we, ladies and gentlemen, have found a solution but I also found a cool way to add the Experiance and Action Point count on the status bar as well as the list of living teammembers aka all alive players. I may or may not change my mind and add health in/replace the teammember list with health-but that is a topic for some other time. Side Note I’ve noticed an unusal side effect that has happened, the term that comes to my mind is “sticky”. Idk if that’ the right term but the side effect does not break the game and I think makes the game even more interesting. Ask me if you want to know what this “side effect” I’ve discovered is.

It has been fun and wonderful to work with y’all to figure this problem out. In case you were wondering what I’ve done, I’ll go ahead and give ya the code! And although this template doesn’t include it, be rest assured the Fishscale Armor (if you’re fine with it) will return in Explorus. It gave me some really great ideas, so thank you for that! After I looked at Kerkerkruip, it has also given me some cool ideas for potential ways to set up some boss fights (whether or not I choose to give players health). After reading this, please post your “Vote” of sorts on what course of action you personally would like to see Explorus go. That will be something I will start doing whenever I start the new topic/thread as well, is voting posts lol.

"The Emerald and the Katana" by Darth Sauron

The story headline is "A multiplayer interactive fiction "

use no scoring. use undo prevention.  use brief room descriptions. 

Every person has a number called XP. The XP of a person is usually 0.
After entering the Vault: increase the XP of the player by 50.

Every person has a number called AP. The AP of a person is usually 5.
After doing something:
	decrease the AP of the player by 1.

When play begins: now the command prompt is "Action:";
now the left hand status line is "Action Points:[the AP of the player]    
Team {Joku Sally Bob}  Experience:[the XP of the player]";
now the right hand status line is "Time:[time of day]";
say “This was made using [italic type]Inform 7[roman type], without needing any extensions. [bold type]No extensions[roman type] have been used to create this game.”.

Check saving the game: say "That's not a verb I recognise."; stop the action.

Check restoring the game: say "[line break][italic type][bold type]Finding Checkpoint...[roman type][line break]"; now the player is in Vault; stop the action.

Check restoring the game when the location is Death: say "[line break][line break][bold type]HINT  [roman type]Eat a Token to use a life.[line break][line break]"; stop the action.

A Token is a kind of thing. Tokens are edible. 
After eating a Token in Death:  say "[line break][bold type][italic type]Respawning...[roman type][line break]"; move the player to a random room in Gameworld.
Before eating a Token in Gameworld: say "Not a wise time to eat this It'd be a waste of your life."; stop the action.
Check taking a Token: say "[bold type]You gained a life![roman type]".

Every turn, if somebody is in an adjacent room (called the Hiding Place), say "You hear distant breathing from the [the Hiding Place]."

Ready? is a room.  description is  "Welcome to the game. Before you play, it is recommended to find  two friends to play alongside you. RESTORE has been reprogrammed to allow for checkpoints. When ready, climb down into the game world." 

Gameworld is a region. Basement, Lobby, Room B, Room C, Room 1, Vault, and Secret Room are in Gameworld.

When play begins:
    choose row with a final response rule of immediately restore saved game rule in the Table of Final Question Options; 
    blank out the final question wording entry;
    choose row with a final response rule of immediately undo rule in the Table of Final Question Options; 
    blank out the final question wording entry.

every turn when the location is Death: if three people are visible, end the story saying "Game Over".

FirstPlayer is a recurring scene. FirstPlayer begins when play begins.

[He starts off with one ap extra because the game does an automatic "look" on move one]
When FirstPlayer begins:
	Now the player is Joku;
	if the turn count is 1:
		now the ap of joku is 6;
	else:
		now the ap of joku is 5;

When FirstPlayer ends:
	say “[italic type]Player 2 turn[roman type]”.

FirstPlayer ends happily when FirstPlayer is happening and location is not Death and the ap of Joku is less than 1.
FirstPlayer ends sadly when FirstPlayer is happening and location is Death and the player does not carry Tokens.
FirstPlayer ends deadly when FirstPlayer is happening and  location is Death and the player does carry Tokens and the ap of Joku is less than 1.

SecondPlayer is a recurring scene. 
SecondPlayer begins when FirstPlayer ends happily. 
SecondPlayer begins when FirstPlayer ends deadly.
SecondPlayer ends happily when SecondPlayer is happening and location is not Death and the ap of Sally is less than 1.
SecondPlayer ends deadly when SecondPlayer is happening and  location is Death and the player does carry Tokens and the ap of Sally is less than 1.
SecondPlayer ends sadly when SecondPlayer is happening and location is Death and the player does not carry Tokens.
When SecondPlayer begins:
Now the player is Sally;
	now the ap of sally is 5.
When SecondPlayer ends:
say "[italic type]Player 3 turn[roman type]".

ThirdPlayer is a recurring scene. 
ThirdPlayer begins when SecondPlayer ends happily. 
ThirdPlayer begins when SecondPlayer ends deadly.
ThirdPlayer ends happily when ThirdPlayer is happening and location is not Death and the ap of Bob is less than 1.
ThirdPlayer ends deadly when ThirdPlayer is happening and  location is Death and the player does carry Tokens and the ap of Bob is less than 1.
ThirdPlayer ends sadly when ThirdPlayer is happening and location is Death and the player does not carry Tokens.
When ThirdPlayer begins:
Now the player is Bob;
	Now the ap of bob is 5.
When ThirdPlayer ends:
say "[italic type]Player 1 turn[roman type]".

FirstPlayer begins when ThirdPlayer ends happily.
FirstPlayer begins when ThirdPlayer ends deadly.

P1Survival is a recurring scene. 
P1Survival ends happily when P1Survival is happening and location is not Death and the ap of Joku is less than 1.
P1Survival ends deadly when P1Survival is happening and  location is Death and the player does carry Tokens and the ap of Joku is less than 1.
P1Survival ends sadly when P1Survival is happening and location is Death and the player does not carry Tokens.
When P1Survival begins:
Now the player is Joku;
now the ap of joku is 5.
When P1Survival ends:
say "[italic type]Player 3 turn[roman type]".

P3Survival is a recurring scene. 
P3Survival begins when SecondPlayer ends sadly.
P3Survival begins when P1Survival ends happily. 
P3Survival begins when P1Survival ends deadly.
P3Survival ends happily when P3Survival is happening and location is not Death and the ap of Bob is less than 1.
P3Survival ends deadly when P3Survival is happening and  location is Death and the player carries Tokens and location is not Death and the ap of Bob is less than 1.
P3Survival ends sadly when P3Survival is happening and location is Death and the player does not carry Tokens.
When P3Survival begins:
Now the player is Bob;
	Now the ap of bob is 5;
now the left hand status line is "Action Points:[the AP of the player]    
Team {Joku Bob}  Experience:[the XP of the player]".
When P3Survival ends:
say "[italic type]Player 1 turn[roman type]".

P1Survival begins when P3Survival ends happily.
P1Survival begins when P3Survival ends deadly. 

UNOLIVES is a recurring scene. 
UNOLIVES begins when ThirdPlayer ends sadly.
UNOLIVES ends happily when UNOLIVES is happening and location is not Death and the ap of Joku is less than 1.
UNOLIVES ends deadly when UNOLIVES is happening and  location is Death and the player does carry Tokens and the ap of Joku is less than 1.
UNOLIVES ends sadly when UNOLIVES is happening and location is Death and the player does not carry Tokens.
When UNOLIVES begins:
Now the player is Joku;
now the ap of joku is 5;
now the left hand status line is "Action Points:[the AP of the player]    
Team {Joku Sally}  Experience:[the XP of the player]".
When UNOLIVES ends:
say "[italic type]Player 2 turn[roman type]".

P2Survival is a recurring scene. 
P2Survival begins when UNOLIVES ends happily. 
P2Survival begins when UNOLIVES ends deadly.
P2Survival ends happily when P2Survival is happening and location is not Death and the ap of Sally is less than 1.
P2Survival ends deadly when P2Survival is happening and  location is Death and the player does carry Tokens and the ap of Sally is less than 1.
P2Survival ends sadly when P2Survival is happening and location is Death and the player does not carry Tokens.
When P2Survival begins:
Now the player is Sally;
now the ap of sally is 5;

When P2Survival ends:
say "[italic type]Player 1 turn[roman type]".

UNOLIVES begins when P2Survival ends happily. 
UNOLIVES begins when P2Survival ends deadly.

DOSLIVES is a recurring scene. 
DOSLIVES begins when FirstPlayer ends sadly.
DOSLIVES ends happily when DOSLIVES is happening and location is not Death and the ap of Sally is less than 1.
DOSLIVES ends deadly when DOSLIVES is happening and  location is Death and the player does carry Tokens and the ap of Sally is less than 1.
DOSLIVES ends sadly when DOSLIVES is happening and location is Death and the player does not carry Tokens.
When DOSLIVES begins:
Now the player is Sally;
now the ap of sally is 5;
now the left hand status line is "Action Points:[the AP of the player]    
Team {Sally Bob}  Experience:[the XP of the player]".
When DOSLIVES ends:
say "[italic type]Player 3 turn[roman type]".

TRESLIVES is a recurring scene.
TRESLIVES begins when DOSLIVES ends happily. 
TRESLIVES begins when DOSLIVES ends deadly.
TRESLIVES ends happily when TRESLIVES is happening and location is not Death and the ap of Bob is less than 1.
TRESLIVES ends deadly when TRESLIVES is happening and  location is Death and the player does carry Tokens and the ap of Bob is less than 1.
TRESLIVES ends sadly when TRESLIVES is happening and location is Death and the player does not carry Tokens.
When TRESLIVES begins:
Now the player is Bob;
	Now the ap of bob is 5.
When TRESLIVES ends:
say "[italic type]Player 2 turn[roman type]".

DOSLIVES begins when TRESLIVES ends happily. 
DOSLIVES begins when TRESLIVES ends deadly.

P1Alive is a scene. 
P1Alive begins when P2Survival ends sadly.
P1Alive begins when P3Survival ends sadly.
P1Alive ends happily when P1Alive is happening and location is not Death and the ap of Joku is less than 1.
P1Alive ends deadly when P1Alive is happening and  location is Death and the player does carry Tokens and the ap of Joku is less than 1.
P1Alive ends sadly when P1Alive is happening and  location is Death and the player does not carry Tokens.
When P1Alive begins:
Now the player is Joku;
now the ap of Joku is 5;
now the left hand status line is "Action Points:Infinite            
Team {Joku}  Experience:[the XP of the player]".
When P1Alive ends:
say "[italic type]Last surviving team member![roman type]".

P2Alive is a scene. 
P2Alive begins when TRESLIVES ends sadly. 
P2Alive begins when UNOLIVES ends sadly. 
P2Alive ends happily when P2Alive is happening and location is not Death and the ap of Sally is less than 1.
P2Alive ends deadly when P2Alive is happening and  location is Death and the player does carry Tokens and the ap of Sally is less than 1.
P2Alive ends sadly when P2Alive is happening and location is Death and the player does not carry Tokens.
When P2Alive begins:
Now the player is Sally;
now the ap of sally is 5;
now the left hand status line is "Action Points:Infinite          
Team {Sally}  Experience:[the XP of the player]".
When P2Alive ends:
say "[italic type]Last surviving team member![roman type]"

P3Alive is a scene. 
P3Alive begins when P1Survival ends sadly. 
P3Alive begins when DOSLIVES ends sadly. 
P3Alive ends happily when P3Alive is happening and location is not Death and the ap of Bob is less than 1.
P3Alive ends deadly when P3Alive is happening and  location is Death and the player does carry Tokens and the ap of Bob is less than 1.
P3Alive ends sadly when P3Alive is happening and location is Death and the player does not carry Tokens.
When P3Alive begins:
Now the player is Bob;
	Now the ap of bob is 5;
now the left hand status line is "Action Points:Infinite                  
Team {Bob}  Experience:[the XP of the player]".
When P3Alive ends:
say "[italic type]Last surviving team member![roman type]".

Checkpoint is a room.
Joku is in Lobby. Joku is carrying a blue sword and a Token.
Sally is in Attic. Sally is carrying a green sword, the orange shield, and a Token.
Bob is in Basement.  Bob is carrying a notebook, a pencil, an eraser, and a Token.

Lobby is south of Main Hall. "The building entrance. There is an exit to the north".
Start is down from Ready?. "Remember, work together! This is a co-op game.".
Main Hall is a room. "Nobody here but you. You notice an exit in all directions, but the only unlocked exits are east and south...".
Eastern Hallway is east of Main Hall. "You think this room is familiar, but don't know why. ".
Stair Flight is north of Eastern Hallway.
Attic is up from Stair Flight. "A dusty old attic.".
Basement is down from Stair Flight. "The lights flicker, and you can't help but notice the sickening smell.".
Vault is south of Basement. "Congratulations, you have reached the vault! But alas, part of the southern wall has crumbled away, revealing yet another room.". There are seven Tokens in the Vault.
Secret Room is south of Vault. "[if unvisited]You step cautiously into what seems to be a completely hidden room.  The Killer narrows his eyes and snarls at you. 'What do you want?' as he whips out his sword, ready for a fight. You respond, defensively lifting the shield, 'I am charged with protecting this. All I am doing is my duty.' The Killer stomps out and mutters, 'Just this once, I let you live. If you follow me, I won't make that mistake a second time.' You gasp as you realize that you just faced a member of the Katana-and lived to tell the tale. You look around and tremble at thinking of following the member into the western corridor.[end if]".
Ancient Corridor is west of Secret Room. "You muster up your courage and decide to pursue the evildoer anyway. You must get the Emerald back, even if it costs you your life."
Ancient Ruins is west of Ancient Corridor.
Pathway is north of Ancient Ruins.
Katana Headquarters is north of Pathway.
Storage Room is north of Basement. "You notice a ladder in a hole in the middle of the floor."
Makeshift Passage is down from Storage Room.
Death is a room. 

Killer is in the Katana headquarters. Killer is carrying a yellow glowing sword and a silver shield.

Instead of going south from the Vault while the orange shield is not carried:
		say "The Killer begins to growl.
		 Suddenly, he swipes his sword and cuts you in half. [line break][line break][line break][line break][bold type]   *** You have died ***[roman type][line break][line break][line break]";
move the player to Death, without printing a room description.

Instead of going nowhere from Death :
             say "Who do you think you are, a zombie?".

Rule for printing the name of Joku: say "Joku".
Rule for printing the name of Sally: say "Sally".
Rule for printing the name of Bob: say "Bob".

Considering replacing the 3 visible in death rule with adding if any of the last scenes end in death and player has no tokens ending the story with game over. possibly have the scene end when play ends or something, idk.
I won’t be on for awhile, because I will making the official GDD for the game before I continue coding it. The GDD may take awhile, so I don’t know when I will be back. But rest assured, You’ll all know when I return because I will start my third (and possibly final) Topic people can post on: Explorus Development Problems. Most likely what it will start out with is trying to figure out how to add more checkpoints to the game and get RESTORE to work with them, but I can’t guarantee much of anything at this point. As for when a player respawning after using a life, I decided to keep it random to scatter the players a little and introduce a little more variety in gameplay.

So in case you weren’t sure what you were voting on (I know, I gave a gigantic post but it’s probably my 2nd to last one of this thread), I would like to know your opinions on:
A) Should I take some time to figure out how to implement Player Health?
B) What should XP leveling up give players? (more AP, inventory space, health, another life token, a stat system combining all or some of those, etc. whatever you come with!)
C) Keep the team member list on status line or get rid of it?
D) What other features would you like to see?

Hi there Darth Sauron :slight_smile:

Looks like you’ve done a great job putting it all together. I did have a couple of thoughts:

  • you said you intended to make the final game a 5 player affair. I wondered if 3 players might not actually be better. Firstly it’s much easier to get two buddies to come visit at the same time than it is four buddies. (Not that anyone’s going visiting for a while, but anyhow.) Second, it means that the wait for any player between turns is only two, rather than four people. Less chance of people getting bored waiting for their turn.

  • if the players are going to end up scattered after one of them dies (because they’ll respawn in a semi-random location) then it would make sense for them all to make an automatic “look” at the beginning of their turn. (Which would be no biggie; just give them all 6 action points at the start rather than 5.)

Some things to think about:

At the moment, all actions cost the same amount of action points. Do you want to make some actions more “expensive” than others?

At the moment, the current player can do five things (if they attempt something and the action fails, then it doesn’t get subtracted from their action points.) Do you want to offer the current player the option of ending their turn before they’ve spent all their action points?

When the players are exploring separately, this works quite nicely: when a player finds some loot, he must choose between putting it on and exploring in the hope of finding better stuff. Would it be worth making that more marked, so that the first time a player picks up a new weapon she must practice with it? (in other words, new weapons have a malus that reduces with usage.)

When players meet, must they fight? Or may the “discovered” player flee at the cost of allowing the other player a free hit?

I remember playing a strategy game which distinguished between moving and attacking. A player might move twice, or move and attack, or simply attack, but attacking ended their turn. It was a graphical (hex based) game, so (this being a text game, and text not being particularly good at the niceties of distance and orientation) you’d have to simplify: attacking head on, or attempting to flank the other player and then attacking would probably be as complex as you could get. But you might be able to vary the locations – narrow passages would prevent flanking, or climbing onto a table would cost action points but offer a bonus, or something.

How about starting the game off with the Boss telling them that “Any may pass this portal to the lands of the living, provided they can pay me. The cost is two of these gold tokens.” And he then hands the player one token each. Now the players have a reason to kill each other – to take their token. By requiring only two tokens as the payment, maybe the players will try two of them teaming up to take down the third. But that would still mean that only one of them can leave…

The game then distributes the loot randomly in the dungeon, and the Boss teleports each player to a separate random spot.

Just some thoughts.

I think that player health is going to be necessary; I can’t think of another mechanic for allowing a player to sustain a hit or hits long enough for there to be an interesting fight. But it’s just another number attached to a player and a bit more book-keeping. If the gold token heals the player once then it also makes for another dilemma – does an injured player use it (and thereby have to take the token from BOTH the other players) or hold on to it so they only have to win one fight?

If you don’t want to set up an XP system, you might simply build the advantages into the loot: some armor is good against swords but not spears, while other armor is good against both but is very heavy (movement/AP penalty.) The throwing ax means you can attack from a distance (i.e. a free attack) but once you’ve used it you’re unarmed, so you’ll be in trouble unless you can escape somehow. Always try to balance an advantage with a disadvantage so that there’s no automatic “win all” strategy. If you can, try to arrange things like the “rock paper scissors” game, so that the “best choice” varies depending on what the other players choose to do.

But most of all: Have fun!

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Edit: realized that with the token/health thing, the game would become unwinnable if more than one player healed herself. So, perhaps healing is only an option if all three tokens are in play. The moment one player heals himself, the other two tokens lose the healing ability.

Note GDD stands for Game Design Document, if you didn’t know. I’m just trying to avoid confusion.

That is a very good point. I have thought of 5 playable characters-but perhaps when the first draft of the GDD is made and I start the development thread, maybe I’ll have people vote on what names/characters sound cool that they want? Top 3 characters voted will be in the game.

This is true but I was thinking that if they were put in like a room with a boss or something, the game would say something. Otherwise, players get the option of looking at their surroundings, meaning they could if they want to or they can restore to go the last checkpoint, which makes the game slightly more unique. (or they could decide to guess where they are and attempt to move). Honestly, that’s another thing that instead of me being a jerk and simply deciding that that’s the way it’s going to be, it will be voted upon in the development thread.

Maybe. After I create the GDD and start the development thread, would you like to elaborate more on that? It sounds great.

Players will actually be working together the whole game as a team. I don’t yet know if I will allow friendly fire or not. Perhaps another thing to be voted upon, hmm?

Very intriguing, I may or may not incorporate that. A starting Boss fight sounds like a goodway to build up the team!

This sounds more like a different game, honestly. I think that you should create a game like that(I’ll be sure to play it, it really sounds fun!) or if you don’t want to make it, maybe i’ll make a seperate game later about it. Or we could work together to creat that game.

Yeah, same thoughts here.

Hmmm, different types of tokens could result in different abilities-like healing. I love that!

I definetly am going to include the XP system. I think it adds more of a unique thing and more of an RPG feel to Explorus. As for the weapons, it seems you’ve caught on excatly what I was thinking about for the armor. If I apply the same principle to weapons, I think that would make the game so much better! Probobly also maybe the different tokens? Like maybe all tokens provide some sort of healing-but against different attacks? Like instead of taking damage from a light attack if you have the gold token, you heal instead?

Do you think me making the development thread is a good idea? or should I create it in the colloaborater section? I mean, technically it is a collaboration since I’ve gotten great ideas from you guys, but I’m the only one that will be programming the Explorus game itself-unless you want to help out!

Making a development thread in this forum would be fine–I assume you’ll still be asking some Inform questions. I wouldn’t post in Collaborators because that’s really a place to recruit other people to work on your project rather than to post and get feedback… all the threads there are really short!

It does seem that I was thinking of a different type of game to what you had in mind, so a GDD seems like a good idea. Up to this point I’ve simply been throwing a bunch of ideas out with the idea that you could pick through them, and use any that appealed to you.

I’d thought having the players play against one another was a neat solution to the problem of giving NPCs the (rough and ready) appearance of intelligence. That takes a lot of coding!

Perhaps you could have your cake and eat it, by having the players need to collaborate at first to take down some tough monsters, and then pitting them against each other later?

definitely going to include the XP system

Okay, I’ll start thinking about that. When I’ve been posting in this thread the system’s been remarking that I’ve made a bunch of posts already, and saying why not invite others to comment, so it looks like the forum itself is in favor of you making that development thread.

I never thought about it like that before. I guess I didn’t realize players wouldn’t recognize each other at first. Maybe I work out a boss that tricks the players…

Anyways, this is my last post-but I will check in if you post again/read it. I do have two final questions: Are you wanting to be the idea guy for Explorus or do you want to be a collaborator? Either one is fine with me. So far it seems like you want to stick with being the idea guy, but I wanted to extend the chance of collaborating-whether that’s the code or design, if ya help out with either one it still counts lol-if you want to. Again, don’t feel like you’re obligated to. But the offer stands if you want it.

My other final question (and this is for everyone, not just you personally) is: Can you spread the word/maybe some hype about the game so that whenever I come back with a GDD and start the Development Thread people will be interested and will actually vote on stuff? Plus, I mean, it might help with the game getting played over all both testing and when its officially release. And again, thank you all for helping me, it was great. I will read any replies to this post but will either just read it and possible address it when I come back, or will PM you. Have a great day!

I’ve always wondered why games didn’t try something like this - I guess anonymous ansynchronous PVP - where you’re the hero and you encounter a boss monster which is actually played by another player who thinks they are the hero fighting a boss…

A bit of this happened in Journey when you meet your companion and instead of fighting it was so moving how you build up a friendship. I always wondered if the game adjusted it so the other player always has a longer scarf like an “elder”. I assume it also sometimes has to switch out your companion without the player even knowing it based on disconnections and whether that player was available the next time you met up. Now that I recall I think there is a credit screen that reveals the names of the players you actually interacted with during the story. Journey is one of my favorites that was just a perfect “happy tears” experience.