!:: ! ISEKAI- the title says all. (hugo version) !:: !\ NOTES: GENERAL the isekai genre offers the ideal implementation of "knowledge/lore as treasure" hunt game, here the PC got an isekai reincarnation, not only on a different world, having different races, different culture & society and different "tech" (there is valid the reciprocal of Clarke's 3rd principle..), but also different attitude on love and sex genres.. and so (s)he must learn the knowledge & lore of a different world, culture, race.. and gender! KNOWLEDGE & LORE (the "treasures" of our hunt) The society is roughly between late renaissance and early modern era as direct technology, but "middle magic" as reciprocal technology; the society is much more advanced that XXIth century, as the same-sex mixed-race family of three spouses (see below) points; Also, the culture reflect the existence of magick, seen as a complement of technology, both contribuing to progress and well-living. There's not much "monster" as in fantasy; let's say that, for example, some beasts has innate magic, but not much dangerous than, say, a rampaging bull so, that there's a sound and solid safety from feral beasts. On safety from sentient beasts, War is a very limited thing because, well, the most peaceful and enlighted race happens to be that of the... Dragons, whose obvious prowess in peace-enforcing capabilities is second only to their excellence and aptitude in diplomacy and mediation; The crime and law enforcement is roughly at 20th century level, the reciprocal technology more than counterbalancing the 17th century technology. Education is 20thC in the "reciprocal tech" fields, and 17thC in tech fields, with in-betweens where the two fields mix (ex. leyden jars and lightning bolt-type magic together gives a late 18thC state of electrics) Incidentally, the three spouses, living together, being mages, first meets during their academic years. THE MAP The "strange" house is actually her house, whose is shared with her two spouses; the central structure being the actual house, the northern wing being workshops and storage, and about the southern tower, on one side, the third floor is needed because the angelic (and winged) member of the family has some "take-off issues" (think a mild version of SO4 Sarah's issues) and needs a high enough jumping spot, and on the other side, the two lower floors are conveniently on the three sunny sides (so, the 1st floor is a drawing room and the 2nd a reading/writing room) Outside, a garden is all around the house, the path turning around it, Zork-style, and behind the house, goes thru a grove to a pond, the summer trysting place of the young triangle. From the front of the house, the path cantgo to the world outside the story. Perhaps somewhere in the garden behind the house should be an outhouse, but surely there is a wooden shack.. THE PC (name: Etuye Alasne; meaning "Plenty (Etuye) Spring (season) (Alasne)") she is an elf, and of course there's physiological and physical differences, e.g. hair colour, pointy ears, and being versed in the field of "reciprocal tech" (aka Magick); and in that rather open-minded society her family is composed of her and her two lesbian spouses, one of angelic race , complete of wings, and other of demonic race (sorry, St.Thomas..) As noted above, she meet her love-souls during the academic years, and their bond is a really strong and solid equilateral triangle. The nature of the isekai incident is that she suddenly remembered her previous life on Earth, and she got comprensibly very confused. Anyway, she's the same soul, reincarnated, and toward the end-game she will manage to sort out between her current and prior memories. NOTE: the PC being elfin, the "understanding a new body and physiology" will be much more about discovery and wonder than burlesque... THE NARRATIVE The rather advanced (my POV) society (multiracial and multigender) and the "cross-gender" isekai need a delicate balance and gradual transitions; initially a little burlesque alongside the lines "what evil will do a male possessing a female body" isn't bad, allowing some in-joke and satire on US pruderie in the early game. Advancing into the mid-game, the "treasure hunting", discovery and the sense of wonder of being in a new world, with its many differences and peculiarities gradually prevail on the "discovery of herself", and this led to an understanding of what is actually happened (a culture shock of sort, ignited by the sudden recover of past memories of a different world) The end game should be about recovering from the shock and settling a balance between past and current memories (this allows exploring an interesting narrative idea, "reverse isekai.."), with the help of the other two spouses. THE CODING I think that the most elaborate part, aside the two NPCs (see below) is the unusual adaptive prose required by the gradual learning and understanding of the new world; the rooms and object's description changing in the light of the learned knowledge & lore. NPC ? (hugo notes) I'm not sure if I will implement the two obvious NPCs, Hugo isn't TADS3, but if I implement NPCs, will be present during the late middle-game/endgame, in function of the endgame objective; that is, helping their beloved spouse (that is, the PC) to recover from the unusual "culture shock". Note that all three are academics, and their resourcefulness is strenghtened with their love for their spouse. The names of the two NPC: Miryarai, the angelic one's name means "Beautiful (mir) Princess (yarai); note that Miya in Japanese means "Princess", and "Sarai" mean "Princess"; a sort of portmanteau.. (nick: Miyai) the other, demonic, spouse's name mean "Fiery Resolve", That is, Atuzejiki, Jiki meaning "Fiery" and Atuze "Resolve" (nick: Atuy) IDEAS the clothing can, and will, be functional to the differences between the worlds and between the earth humans and the isekai world humans, even in funny/burlesque ways. poking fun on The Classic of scholastic debating !!! with the addition of angelic/demonic marriage.. poor St. Thomas... The angelic and daemonic spouses, allowing interesting, to say the least, jabs and satire on manicheism, alongside on pruderie ? How to implement the "reverse isekai" flashback ? \! !:: Raise limits, if necessary (here are some of the limits you're likely to ! run into first). !$MAXROUTINES = 320 !$MAXDICT = 1024 !$MAXDICTEXTEND = 0 ! (needed for adding more dictionary words mid-game) constant GAME_TITLE "ISEKAI" constant AUTHOR "PGdE" constant RELEASE "0.01" !constant FIRST_PUBLICATION "(year)" ! for previously released games constant BLURB "An Interactive Isekai" !constant IFID "put-IFID here" !:: Flags #include "flags.hug" ! edit "flags.hug to fit your game #ifset HDX #switches -ds ! if the -d switch is not set in the compiler itself, ! #set HDX will produce a Hugo Debuggable Executable ! (.HDX) with extension .HEX #else ! Sneaky! #switches -s ! Print compilation statistics #endif !! NEW GRAMMAR & VERBS HERE !:: Grammar Library Inclusions (grammar must come first) #ifset USE_ROODYLIB #include "roodylib.g" #endif ! new grammar needs to be defined before the including verblib #include "verblib.g" ! Verb Library !:: Other constants and global variables ! (some constants must be set before hugolib is included): constant AFTER_PERIOD " " ! include one space after full stops (as opposed ! to two) constant INDENT_SIZE 0 ! no indentation in room descriptions and room ! content listings #include "hugolib.h" ! Standard Hugo Library !#include "resource.h" ! multimedia library !#include "system.h" ! system library !#include "window.h" ! window library #ifset USE_ROODYLIB #include "roodylib.h" ! Hugo Library Updates #endif !:: Game Initialization routine routine init { !: First Things First SetGlobalsAndFillArrays !: Screen clear section #ifclear _ROODYLIB_H CenterTitle("Hugo Interactive Fiction") cls #ifset USE_PLURAL_OBJECTS InitPluralObjects #endif #else SimpleIntro InitScreen !: Set up any special libries Init_Calls #endif !: Game opening IntroText MovePlayer(location) } routine SetGlobalsAndFillArrays { ! if using Roodylib, verbosity can be set to BRIEF, SUPERBRIEF, OR VERBOSE verbosity = 2 ! ALWAYS Verbose !! counter = -1 ! 1 turn before turn 0 ! statustype options: 0 = no status, 1 = score/turns, 2 = time ! if using Roodylib, can be set to NO_STATUS, SCORE_MOVES, TIME_STATUS, ! CUSTOM_STATUS, INFOCOM_STYLE, MILITARY_TIME STATUSTYPE = 1 TEXTCOLOR = DEF_FOREGROUND ! These are the default values of these BGCOLOR = DEF_BACKGROUND ! variables. This is mainly here as a SL_TEXTCOLOR = DEF_SL_FOREGROUND ! reminder you can change the values here SL_BGCOLOR = DEF_SL_BACKGROUND ! if you'd like. #if defined TITLECOLOR TITLECOLOR = DEF_FOREGROUND #endif #if defined GAME_TITLE display.title_caption = GAME_TITLE #endif prompt = ">" DEFAULT_FONT = PROP_ON #ifset _ROODYLIB_H MakePlayer(etuye,2) ! sets player as you object, second person #else player = etuye #endif location = pathhouse } routine IntroText { "After the stereotypical freaky or deadly accident, your soul goes here, in another place, another world.. that is, an Isekai incident. (Yes, the OP is still TBD...)" #if defined DoVersion "" DoVersion #endif } !:: Main game loop routine main { counter = counter + 1 run location.each_turn runevents RunScripts #ifset _ROODYLIB_H SpeakerCheck #else if parent(speaking) ~= location speaking = 0 #endif PrintStatusLine #ifset _ROODYLIB_H Main_Calls #endif } !! PLAYER CHARACTER !TODO: decide the name !! player_character etuye "etuye" { ! nouns "Etuye" ! perhaps he remember her name after some turns ? is female ! TODO: implement a gradual discovery of his (now her..) new body, ! long_desc being a routine, hence is programmable long_desc {"In the end, you figured that your new body, a female one, is a relatively short one, has pink hairs [like Emma..], aqua eyes with glasses [as above..] and cat-grade night vision, an ample, but not huge, breast [4a misura/D cup] whose always lactate, and the back is proportionally slim, but sizeable [Come le curve di Flo, 'nzomma]\n" } } !! ROOMS, SCENERY & STATIC OBJECTS ! CENTRAL STRUCTURE !\ NOTES: the house's 1st floor is modeled after T's 1st house: living room (where the entrance is, dining room, corridor (s from living), antekitchen, small bed room (M&MG), small bath, kitchen, bedroom, main bath, masta bedroom. The stairs to the 1nd floor being at the N end of the living, alongside the door to the extension and of course, at the S end of the corridor is the door to the ground floor of the tower) The 1st floor (This is EU !) is TBD, save that the at the south end will be a library, appropriately connected to the tower's 1st floor thru a southern set of steps thru an archway in the wall, the ceilings of the tower being higher because of the "take off issues" of the angelic member of the triangle \! ! OUTSIDE room pathhouse "Outside a strange house" { long_desc {"You're on a path, staring in front of an unknown two-story house, whose is east, and at the north end has an one-story barn-like half-timbered extension and at the opposite, southern, end is a three (or four ?) floor high round tower, eerily akin to a stereotypical mage's tower."} e_to livingroom } ! GROUND FLOOR room livingroom "Living room" { ! the sofas have a low backrests because are also a "wingrest" 4 Miyai (the ! angelic one of the triangle) ! The painting is the portrait of the triangle at the day of marriage long_desc {"This look like a living room; indeed there's two facing sofas and a low table between them, but you can't recognise the style, the design being very unlike anything you have ever seen.\n On the south wall, between a corridor and an archway leading to another room, is a large painting. "} w_to pathhouse }