Questions about un-blocking exits and dying
Imagination
03 Jun 2012, 16:38Hi, I'm Imagi and I love making text games. I'm making one right know called the Treasure of Valhandra and I have a few questions about it…
So, I have a pretty basic quest scenario where the player is standing in front of a gate and must interact in a specific way with the guard blocking the gate so that the player can pass through the gate. I'm not entirely sure how I can pull off this scenario even after looking through help files and the tutorial. Specifically, my questions are …
1. How do I block and un-block an exit conditionally?
Meaning, how do I make an exit blocked until the player enters a certain command? For example, a player is in front of the gate but must KILL GUARD to pass through. Is that possible?
1a. Can I make an object react as though it has blocked an exit?
So, let's say a player is in front of a door, and must PUSH DOOR to pass through. Is it possible to have the player enter PUSH DOOR, then receive the message: The door swings open, revealing an exit to the north, while an exit to the north is un-blocked?
2. Is it possible for me to have the player interact with an object other than give/take/use/ask/tell?
So for example, could I make a command like EMBRACE <OBJECT> that would give the player the message: "You embrace <object>?"
If this question has been answered elsewhere like I expect, just refer me there ... I read something that sounded like it, but confused me to the point where I wasn't sure what exactly it was talking about.
3. Can I make the player die and restart?
If this question has been answered elsewhere like I expect, just refer me there.
3a. Can I make an object kill the player as a reaction to being attacked?
So, say the player tries to KILL ANT. Could I make the ant kill the player in response to that command?
3b. Can I make the player restart at a previous point in the quest instead of the very beginning?
So, if the player goes north twice, then dies in the second northern room, could I have them restart in the first northern room instead of the southernmost one they began in?
4. Could I transport a player to an exit without them typing the command to go there?
For example, the player SLEEPs, and receives the message: "You fall into the dreamworld", then finds themselves in a completely different room than the one they began in, which would be a hidden, blocked exit from the first room?
4a. Could I make a player's command like DANCE let them reach a different room?
So, instead of NORTH making them go north, DANCE would have the same effect?
5. Can I hide objects after the player has interacted with them?
So for example, if a player USEs a VASE, and they receive the resulting message: "You accidentally drop the vase and it smashes into a million tiny pieces", could I have the object disappear in response to USE VASE?
Sorry about the question overload, I hope most of these haven't been answered somewhere else already
Thank you for helping!
-Imagination
So, I have a pretty basic quest scenario where the player is standing in front of a gate and must interact in a specific way with the guard blocking the gate so that the player can pass through the gate. I'm not entirely sure how I can pull off this scenario even after looking through help files and the tutorial. Specifically, my questions are …
1. How do I block and un-block an exit conditionally?
Meaning, how do I make an exit blocked until the player enters a certain command? For example, a player is in front of the gate but must KILL GUARD to pass through. Is that possible?
1a. Can I make an object react as though it has blocked an exit?
So, let's say a player is in front of a door, and must PUSH DOOR to pass through. Is it possible to have the player enter PUSH DOOR, then receive the message: The door swings open, revealing an exit to the north, while an exit to the north is un-blocked?
2. Is it possible for me to have the player interact with an object other than give/take/use/ask/tell?
So for example, could I make a command like EMBRACE <OBJECT> that would give the player the message: "You embrace <object>?"
If this question has been answered elsewhere like I expect, just refer me there ... I read something that sounded like it, but confused me to the point where I wasn't sure what exactly it was talking about.
3. Can I make the player die and restart?
If this question has been answered elsewhere like I expect, just refer me there.
3a. Can I make an object kill the player as a reaction to being attacked?
So, say the player tries to KILL ANT. Could I make the ant kill the player in response to that command?
3b. Can I make the player restart at a previous point in the quest instead of the very beginning?
So, if the player goes north twice, then dies in the second northern room, could I have them restart in the first northern room instead of the southernmost one they began in?
4. Could I transport a player to an exit without them typing the command to go there?
For example, the player SLEEPs, and receives the message: "You fall into the dreamworld", then finds themselves in a completely different room than the one they began in, which would be a hidden, blocked exit from the first room?
4a. Could I make a player's command like DANCE let them reach a different room?
So, instead of NORTH making them go north, DANCE would have the same effect?
5. Can I hide objects after the player has interacted with them?
So for example, if a player USEs a VASE, and they receive the resulting message: "You accidentally drop the vase and it smashes into a million tiny pieces", could I have the object disappear in response to USE VASE?
Sorry about the question overload, I hope most of these haven't been answered somewhere else already

-Imagination

Pertex
03 Jun 2012, 18:52Hi Imagi,
your question are really basic so I would recommend that you first read and do the tutorial in the wiki
your question are really basic so I would recommend that you first read and do the tutorial in the wiki