tourgen wrote: ↑Wed Jun 07, 2023 3:57 pm
Neat on the paint and window GUI. do you remember what they were called? I never had a disk drive for the cc2.
Oh gosh, no I don't remember. I'll have to ask my Uncle
tourgen wrote: ↑Wed Jun 07, 2023 3:57 pm
I'll drop the game here in the forums sometime soon. I spent a few days working a tiny bit of gfx into it using love (originally it was terminal text using just lua) and also modified talkies.lua from these forums. It's small: 10 rooms and the code is an absolute mess. I learned lua while writing it and so it's a weird amalgamation of data structures and semi-working logic.
LOL sounds like a lot of my code! I might start out trying to make clean, well structured code...but in the end...anything to get the game finished and bug free. Which means it starts looking like a house of cards propped up on Jenga.
tourgen wrote: ↑Wed Jun 07, 2023 3:57 pm
I'd really like to see lua examples of storylet-style games. I'm struggling still with what a concrete implementation of storylets look like in terms of data structures and logic. I have dialog entries that look at player state variables and unlock choices or even whole dialog trees based on player state and game world state. maybe it's a hybrid? Totally agree with it being painful on the brain, as there are many code paths that aren't immediately apparent, making testing difficult.
I'll let you know when Candlebook Island comes out so you can take a look! It's a hybrid, for sure. At points it uses both trad dialogue trees, and others storylet style events. Code wise, basically, what I have a storylet table that holds a listing of storylets. Each of these have a "trigger" basically, a function that returns true or false. This function can be anything, just has to return true to set off the storylet. This means it can be any variable in the game, any set of conditions, etc. So any bit of world data (time of day, weather, etc) can trigger a storylet, and these can do any number of things, not just dialogue.
For example, it can change NPC's emotional stats, etc. Rain puts this character in a bad mood, which triggers the bad mood storylet. Then when the player talks, it changes the dialogue so that they're angry etc. This can be combined with other storylets, all firing off and changing and responding to data and player input. It's tuesday evening, and so it fires off this one storylet that tells this NPC to be sad, and hang out by a specific pond, because that's where he and his ex girlfriend used to hang out, and then if the player asks the right questions/etc or is on good friendly terms with the NPC, they'll reveal some back story.
That last one is pretty much pulled from Candlebook Island, lol. Anyway, the nest of systems interacting with systems and creating stories interacting with stories is kind of nuts but fun! It takes 10x longer to do it that way than the traditional ways of straight linear narrative or branching. But it can be fun and rewarding.