{"author_name":"pseudavid","cat":"LD #33","comments":[],"epoch":1440239880,"likes":3,"metadata":{"p_key":"15332","p_author":"pseudavid","p_authorkey":"57036","p_urlkey":"50603","p_title":"Gameplay mechanics halfway there","p_cat":"LD #33","p_event":"LD33","p_time":"1440239880","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"57036","us_name":"pseudavid","us_username":"pseudavid","event_start":"1440115200","event_key":"29","event_name":"LD33"},"text":"<div id=\"attachment_481331\" style=\"width: 310px\" class=\"wp-caption alignright\"><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/ludumdare33-1.png\"><img class=\"wp-image-481331 size-medium\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/ludumdare33-1-300x197.png\" alt=\"twine\" width=\"300\" height=\"197\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/ludumdare33-1-300x197.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/ludumdare33-1-550x361.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/ludumdare33-1.png 767w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">That&#8217;s 2.5 hours of productivity. Crap.<\/p><\/div>\n <p>Unlike typical Twine, <strong>Truth be untold<\/strong> will not use direct links from one scene to others. Because each scene will link to:<\/p>\n <ul>\n <li>Only one scene, that will be the only option to go on.<\/li>\n <li>This option will be randomly picked from a list of possible options.<\/li>\n <li>The list of possible options will depend on the decisions taken by the player within the current scene and previous scenes.<\/li>\n <\/ul>\n <p>After 2.5 hours, my game does all this:<\/p>\n <ol>\n <li>I can write a content passage that defines a whole scene:\n <ol>\n <li>the description text<\/li>\n <li>the available decisions and their success chance<\/li>\n <li>the results of these decisions<\/li>\n <li>the possible places that the story can go next<\/li>\n <\/ol>\n <\/li>\n <li>The game logic:\n <ol>\n <li>picks the proper scene<\/li>\n <li>prints the text<\/li>\n <li>lets the player pick a decision<\/li>\n <li>picks a result<\/li>\n <li>prints the result<\/li>\n <li>picks one of the possible next scenes for the story<\/li>\n <li>links that scene to the player.<\/li>\n <\/ol>\n <\/li>\n <\/ol>\n <p>Which is, more or less, half of the game&#8217;s logic. Now what&#8217;s missing is mainly the &#8220;picks a result&#8221; part: it&#8217;s a random placeholder now. I have to define variables that track the player&#8217;s previous decisions along the game and pick a result of each new decision depending on that.<\/p>\n <p>Isn&#8217;t this crap boring?<\/p>\n <p>&nbsp;<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/interactive-fiction\/\" rel=\"tag\">interactive fiction<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/twine\/\" rel=\"tag\">Twine<\/a><\/p>","time":"August 22nd, 2015 5:38 am","title":"Gameplay mechanics halfway there"}