Players choosing their initial stats

elcocotero
18 Jul 2015, 13:29
Hello. I'm new in Quest and I am starting by writing a gamebook. It will be a basketball rpg kinda like what nba 2k's my career aims to be, but with much more story development. I know it is a weird idea but i'm just doing it to experiment and learn with it.

My question is: how do you let the player set his initial stats, in a nice way? Right now i can just ask them "what's your speed stat?" and then set the input as the attribute. But this is kinda sloppy, specially if you want to set various attributes and cap the total attribute points you can spend.

I don't know if it's possible for a gamebook, but I think i've seen a text adventure where it showed you each attribute and then you could manipulate them by clicking a left or right arrow. Anyway, just knowing how to do something like that, even if I can't do it in the gamebook could be useful. Or maybe there are simpler, less fancy ways of doing it in a gamebook.

Thanks.


edit: I just read about the if answers site. Maybe this should be there.

magano
18 Jul 2015, 15:20
A grinding start of quest... I would suggest to do that using a text adventure, it's simpler than a gamebook especially if you just started using Quest

In my view, gamebooks are meant for command-typing and thus it will need to be asked for, but you could ask them at once and split them up rather than asking them all one by one

If you're willing to continue with gamebook, you might want to PM The Pixie, the one who make that manipulation of status attribute using arrow thing (That's his Combat Library)

HegemonKhan
18 Jul 2015, 16:01
here you go:

viewtopic.php?f=18&t=4057 (Pixie's+Jay's Level Up Stat Adjusting Library)

for doing this in the Game Book, just set your first page to be: 'Page Type: Script'

though, there's a lot more to do with this, so ask if you need help with it.

elcocotero
18 Jul 2015, 22:10
Thank you very much for your quick answers. That library looks great but a little bit out of my reach right now. I think i'll just stick to a simpler way while I keep learning the basics and advancing with the tutorials. I don't even know how functions work so i don't have any idea how to implement the library to my game. Maybe my idea is better suited for a text adventure. I figured that since I wanted to put a bigger emphasis on storytelling rather than gameplay a gamebook could be preferable. Maybe i'll take a look at that tutorial on making a text adventure with a gamebook style.

magano
19 Jul 2015, 00:34
Nice. I think I will leave you with HK now, because he is more experienced than me (and he also has stayed in this forum longer)

One last thing, using library is probably the easiest way and it can be imported into your game as easy as loading your game and can be used easily, depends on the library. If you wanted a simpler way, use a concatenated string method instead... or maybe just ask it one by one

HegemonKhan
19 Jul 2015, 02:17
that link I gave is some really fancy coding, done by Pixie and Jay, and it took me a long time to understand it and get it right, lol.

we can help you with how to use Pixe's+Jay's library, but the problem is if you need to tweak it for your game, then it'll be messy as we'll have to try to help~teach you with it, and to be able to help you change it for your game. It's a lot of work for us to try to explain and guide you through something that advanced, when you're not ready for it.

--------

unfortunately, a functional stat system (being able to choose what stat and how many points to add, and then reduce them, deciding to raise a different stat instead) is quite advanced stuff.

-------

for now, you might just want to have static~forced simple usage of stats, for quick~lame example:

character creation (initial~starting stats):

http://docs.textadventures.co.uk/quest/ ... ation.html

if (player.class = "warrior"), player.strength = 2, player.dexterity = 0, player.intelligence = 0
else if (player.class = "thief"), player.strength = 0, player.dexterity = 2, player.intelligence = 0
else if (player.class = "mage"), player.strength = 0, player.dexterity = 0, player.intelligence = 2

leveling up stat gains (during game play):

(use a global Turnscript)

if (player.class = "warrior"), player.strength = player.strength + 5
else if (player.class = "thief"), player.dexterity = player.dexterity + 5
else if (player.class = "mage"), player.intelligence = player.intelligence + 5

--------

I can help you with this, so let me know if you need help, and~or ask any questions you got.