horror game

ESPER
25 Dec 2004, 08:59
Hey all... I'm a n00b so take it easy on me.

Anyway, I'm going to give up working on my MUD until I get some stuff worked out and can buy the full version of Quest. In the meantime, I'm going to work on a horror/mystery game. It takes place in a mansion (don't they all) and I want mobs to walk around freely. Is there any way to do this without TOO too much work, or am I going to have to settle for a bunch of lethargic NPC's?

BTW, here's a good idea... maybe someone can work on it or would want to co-op with it... A NetQuest murder mystery game where a certain number of players work against each other to solve a mystery. Maybe it could even be where one of the players has to kill an NPC and the others must figure out which one of them did it. Of course, I need to figure out how to use NetQuest first... I only just started using Quest itself...

007bond
25 Dec 2004, 09:20
For starters, it's QuestNet, not NetQuest. Second of all, i think your idea in the 2nd paragraph is a bit like zelda four swords adventure, and I like it. As for your game, well, it's gonna be very hard.

ESPER
25 Dec 2004, 19:03
Well, I guess if it's too hard I can just make it where every so often the npc's warp around to new locations.... which would be kind of lousy if the character was in the room to see them go or come or if he was trying to follow them, or in the middle of conversing with them.
Zelda four-swords adventure, huh? I haven't played it. It's a mystery? Sounds strange for a Zelda game. If I can figure it out, I might turn this single-player game i'm working on into a multiplayer and just see who can solve the mystery first. If someone collects a clue first, you would have to interact with the other players to find it out, and might wind up working together against the others. I think it sounds cool, but that's just me.

And sorry... It is QuestNet.

007bond
25 Dec 2004, 20:40
Well, good luck with your game. I think to do what you're wanting you'll need to use timers combined with variables giving theircurrent location and status (ie. talking, standing, etc.).

Shadowalker
27 Dec 2004, 11:48
Hi there: I made a code for you. Copy and paste the code into a word document, and save it as .asl . When you start the game, you select your gender, and species. You start off with 0 dollars. I wasn't sure if you wanted all this info displayed at the righthand side of the screen, so I put it there just in case you do. If you type in 'score,' it will tell you how much cash you have, plus your gender and species. Also, I put in a timer that changes daytime to nighttime every 12 seconds, and 12 seconds later, back to daytime, in a neverending cycle. If you type 'l' to 'look' around the room, it will have a different room description in the day and night. Try it out, and tell me if this helps.
' "Display Your Status Test"
' Created with QDK 3.53 - UNREGISTERED VERSION

define game <Display Your Status Test>
asl-version <350>
gametype singleplayer
start <Starting Room>
game author <>
game version <1.0>
game copyright <© 2004 (12-27)>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
default fontname <Arial Baltic>
default fontsize <14>
background <black>
foreground <white>
startscript {
msg <First, you select a Gender, and then a Species. Once the game starts, you can type the command 'score' to find out all of your info. To see how I did this, open up the code with a text editor, or you can open it with QDK.|n>
wait <Press any key to start...>
choose <MaleORFemale>
timeron <cycle>
}
command <score> msg <Gender: #Gender#.|nSpecies: #Species#.|nAmount of money you have: %money% Dollar(s).|n>
define variable <money>
type numeric
value <0>
display <You have: ! Dollar*s*>
end define
define variable <Species>
type string
display <Species: !>
end define
define variable <Gender>
type string
display <Gender: !>
end define
define variable <cycle>
type string
value <Daytime>
display <Right now it is: !>
onchange msg <The time of day has changed.|n>
end define
end define

define synonyms
end define

define room <Starting Room>
prefix <the>
description {
if flag <night> then msg <This is the room you start off in.|nIt is Nighttime.|n> else msg <This is the room you start off in.|nIt is Daytime.|n>
}

define object <Dollar Bill>
look <It's a 1 dollar bill.>
take {
msg <You have just earned a dollar.>
hide <Dollar Bill>
inc <money; 1>
}
prefix <a>
article <it>
gender <it>
end define

end define

define timer <cycle>
interval <12>
action {
timeroff <cycle>
set string <cycle; Nighttime>
timeron <cycle2>
flag on <night>
}
disabled
end define

define timer <cycle2>
interval <12>
action {
timeroff <cycle2>
set string <cycle; Daytime>
timeron <cycle>
flag off <night>
}
disabled
end define

define text <intro>

end define

define text <win>

end define

define text <lose>

end define

define selection <MaleORFemale>
choice <PLEASE CHOOSE A GENDER:> {
msg <Please choose from one of the choices below.|n>
choose <MaleORFemale>
}
choice <Male> {
set string <Gender; Male>
choose <Race>
}
choice <Female> {
set string <Gender; Female>
choose <Race>
}
end define
define selection <Race>
choice <PLEASE SELECT A SPECIES:> {
msg <Please select a species from the choices below.|n>
choose <Race>
}
choice <Nekeenian> set string <Species; Nekeenian>
choice <Defraglorban> set string <Species; Defraglorban>
end define