The Lazy Gun Cult series
felicroman
05 Jun 2005, 18:43Here is the code for the game; please check it out and tell me what you think.
' "The Lazy Gun Cult"
' Created with QDK 3.53 - UNREGISTERED VERSION
define game <The Lazy Gun Cult>
asl-version <350>
gametype singleplayer
start <Hall>
game author <Felic Roman>
game copyright <© Felic Roman 2005>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
background <black>
foreground <white>
description {
msg <#indescription# |b|cr#quest.formatroom#|xb|cb>
msg <#quest.lookdesc#>
msg <#quest.formatobjects#>
msg <You can go #quest.doorways.dirs#.>
msg <#quest.doorways.places#>
msg <#quest.doorways.out#>
}
afterturn if got <losthand> then {
foreground <yellow>
msg <The stump of your arm is bleeding profusely...>
foreground <white>
}
command <drink bottle> if got <bottle> then {
msg <You drink the contents of the bottle in one swig. The clear liquid has an acid taste on your tongue...>
wait <>
msg <Sudden pain grips your chest, and you drop to your knees. You feel your throat begin to seize up as you gasp for breath...>
wait <>
msg <You have died. Type RESTART to begin again from the start, or LOAD to play from a saved point.>
}
end define
define synonyms
end define
define room <Hall>
prefix <A>
look <You are standing at the top of a long hall which stretches from the great oak door to the south towards a grand staircase in the distance.>
north <By Some Paintings>
south msg <You try to force the large oak door open, but it has shut fast behind you.>
define object <guest book>
alt <book>
look <The book is turned to a page marked 'Tuesday IV Sept'. If you're perception of time has remained intact following the crash, that was two weeks ago.>
examine displaytext <guest book>
prefix <There is a>
suffix <here, attached to a short marble pillar in the centre of the hallway.>
article <it>
gender <it>
end define
end define
define room <By Some Paintings>
look <You are in a long hall, halfway between the front door to the south and a grand marble staircase to the south. A balcony is visible high above you - the ceiling, unmeasurable, is cloaked by darkness.>
north <Foot Of A Marble Staircase>
south <Hall>
command <take coin> {
msg <You reach out and pluck the foreign looking coin from the frightening woman's necklace.>
give <foreign coin>
conceal <blue painting>
hide <blue painting>
move <blue painting 2; By Some Paintings>
}
define object <red painting>
look <The painting depicts the shoulders and head of an aged but regal looking gentlemen wearing a bow tie and monacle. His black hair, which appears to stem only from the central point of his scalp, is curled around his head ending in a strange emulation of a fringe. His eyes are pale and piercing.>
examine <The painting depicts the shoulders and head of an aged but regal looking gentlemen wearing a bow tie and monacle. His black hair, which appears to stem only from the central point of his scalp, is curled around his head ending in a strange emulation of a fringe. His eyes are pale and piercing.>
prefix <There is a>
suffix <hanging on the wall to your west.>
end define
define object <blue painting>
look <It is a painting of a middle aged woman. Though not particularly beautiful, her features indicate a poisonous grace, and you feel a disturbing urge to cower slightly as you look into her superior, commanding eyes. What appears to be some foreign variety of coin is affixed to the centre of the silver necklace she is wearing.>
examine <It is a painting of a middle aged woman. Though not particularly beautiful, her features indicate a poisonous grace, and you feel a disturbing urge to cower slightly as you look into her superior, commanding eyes. What appears to be some foreign variety of coin is affixed to the centre of the silver necklace she is wearing.>
prefix <There is a>
suffix <hanging on the wall to your east.>
article <it>
gender <it>
end define
end define
define room <Object Room>
define object <foreign coin>
alt <coin>
look <It is a strangely marked gold coin which fits snugly into the palm of your hand.>
take
examine <At close glance, the marking on the coin is an angular |cr|K|cb|, etched in red.>
prefix <a>
article <it>
gender <it>
end define
define object <blue painting 2>
alias <blue painting>
look <It is a painting of a middle aged woman. Though not particularly beautiful, her features indicate a poisonous grace, and you feel a disturbing urge to cower slightly as you look into her superior, commanding eyes. There is a black indentation at the centre of the silver necklace she is wearing.>
examine <It is a painting of a middle aged woman. Though not particularly beautiful, her features indicate a poisonous grace, and you feel a disturbing urge to cower slightly as you look into her superior, commanding eyes. There is a black indentation at the centre of the silver necklace she is wearing.>
prefix <There is a>
suffix <hanging on the wall to your right.>
end define
define object <losthand>
take
invisible
end define
define object <head-dress complete>
alias <head-dress>
look <It is a large, colourful head-dress. The head-dress is completed by the large pewter feather attached to its fore.>
examine <It is a large, colourful head-dress. The head-dress is completed by the large pewter feather attached to its fore.>
prefix <an Inca>
end define
end define
define room <Foot Of A Marble Staircase>
look <This is the foot of a grand marble staircase, which ascends up into the darkness. At the end of each bannister is a pillar carved in the fashion of a lion's roaring |cy|head|cb|.>
south <By Some Paintings>
up <Midpoint On A Marble Staircase>
command <twist head> {
if exists <small key> then msg <You twist the lion head to 90 degrees. As you release it, it winds back to its original location with a series of clicks, it's mouth opening in the process in imitation of a mechanical roar.> else {
msg <You twist the lion head to 90 degrees. As you release it, it winds back to its original location with a series of clicks, it's mouth opening in the process in imitation of a mechanical roar. A small key drops from it's open mouth, with subsequently snaps shut.>
show <small key>
reveal <small key>
}
}
define object <small key>
alt <key>
look <It is a very small black key with teeth carved into its edge rather than on an individual head part. You have no idea what it may be for.>
take
examine <Upon very close inspection, you notice a small red marking on the key, although you cannot make out what it is.>
prefix <a>
article <it>
gender <it>
hidden
invisible
end define
end define
define room <Midpoint On A Marble Staircase>
look <You are at the half way point of a wide marble staircase which continues upwards onto a dimly lit landing and down towards a long hall. There is a small |cy|alcove|cb| in the east wall here.>
up <Summit Of A Marble Staircase>
down <Foot Of A Marble Staircase>
command <pull lever> {
msg <You reach into the alcove and pull the small lever. You hear a series of distant clicks, followed by a creaking noise behind you.>
reveal <hatch>
show <hatch>
}
command <enter hatch> if exists <hatch> then {
msg <You squeeze yourself into the open hatch...>
wait <>
goto <In The Dark>
}
else msg <You don't see that here.>
define object <alcove>
look <It is a deep, dark alcove set in the east wall of the stairway.>
examine <Upon close examination, you discover a very small lever attached to the inside of the alcove.>
invisible
end define
define object <hatch>
look <It is an open hatch on the west wall of the stairway. It is large enough for you to enter it.>
examine <It is an open hatch on the west wall of the stairway. It is large enough for you to enter it.>
prefix <There is a>
suffix <in the west wall.>
hidden
invisible
end define
end define
define room <In The Dark>
look <You are in a small dark space. Reaching before you, you find a metal ladder leading upwards through the darkness. A small open hatch behind you leads east.>
east <Midpoint On A Marble Staircase>
up {
msg <You climb the ladder for several minutes before emerging from a round hole...>
wait <>
goto <Venting Tube>
}
end define
define room <Venting Tube>
look <This is a small venting tube in which you are forced to move on your hands and knees. From here the tube leads south, and there is an open hole revealing a ladder that leads down into darkness.>
south <Cluttered Workroom>
down <In The Dark>
end define
define room <Cluttered Workroom>
look <You are in a small workroom, dimly lit by several torches in sconces around the walls. There are various papers and tools scatter around the room, which is dominated by a large workdesk. There is a drawer set into the workdesk. You can enter the venting tube system via a hole in the wall to your north, and an open trapdoor in the floor creates an exit down.>
north <Venting Tube>
down {
msg <You climb into the hole and release your grip on the edges. You are suddenly sliding down a long, smooth chute - in seconds you suddenly drop some distance and land lightly in the centre of a small room...>
wait <>
goto <Control Room>
}
command <open drawer> if got <small key> then {
msg <You use the small key to unlock the drawer. You open it to reveal a box of matches and a ceremonial arrow.>
show <matches>
reveal <matches>
show <arrow>
reveal <arrow>
reveal <draweropen>
show <draweropen>
hide <drawer>
conceal <drawer>
reveal <note>
show <note>
}
else msg <The drawer is locked.>
define object <bottle>
look <It is a small green bottle with a fading label. It seems to be full of liquid.>
take
examine <The label on the bottle depicts a skull symbol, followed by a handwritten message - 'lethal if all artifacts are not activated'.>
prefix <a>
end define
define object <metal feather>
alt <feather>
look <It is a large feather carved from pewter. The detail is intricate, the texture so carefully worked that it almost seems to be a real feather, in a frozen state.>
take
examine <Etched in red onto the underside of the feather is a miniscule |cr|K|cb|.>
prefix <a>
end define
define object <drawer>
look <It is a drawer in the large desk in the centre of the room. It has a small keyhole in the centre.>
examine <Upon close examination, you see that there is a small lions head scratched into the wood next to the keyhole.>
prefix <A>
suffix <in the desk.>
end define
define object <draweropen>
alias <drawer>
look <It is an open drawer in the large work desk.>
examine <It is an open drawer in the large work desk.>
prefix <a>
suffix <in the desk.>
hidden
invisible
end define
define object <matches>
look <It is a small box of Stewarts' short matches.>
take
examine <It is a small box of Stewarts' short matches.>
prefix <a box of>
hidden
invisible
use msg <Nothing here would be of any use to you burned.>
use on anything msg <There is no need to burn that.>
end define
define object <arrow>
look <It is a painted ceremonial arrow with a sharp metal head.>
take
examine <The letter |cr|K|cb| has been etched in red onto the head of the arrow.>
prefix <an>
hidden
invisible
end define
define object <note>
look <It is little square of paper with some handwriting scrawled on it.>
take
examine <The note reads -|n|n'The soul transfer will only take place in the presence of fire. Attempting the ritual whilst not in the presence of fire will result in death.'>
prefix <a>
hidden
invisible
end define
end define
define room <Control Room>
look <This room is little larger than a telephone booth in area, though its ceiling is a considerable distance above you, where you can just make out the terminating end of a person sized chute. There is a bronze |cy|plaque|cb| on the wall beside you.>
command <pull lever> msg <You need to be more specific.>
command <read plaque> msg <The bronze plaque reads -|n|nShort lever for code manipulation.|nLong lever for chamber rotation.>
command <pull short lever> if exists <peephole1> then {
msg <As you pull the short lever, you hear the sound of gears creaking in the walls, followed by a deep bang like a heavy door being shut to your east.>
conceal <peephole1>
hide <peephole1>
reveal <peephole2>
show <peephole2>
}
else msg <The lever has already been pulled.>
command <pull long lever> {
msg <You pull the long lever. After a few seconds, you are plunged into darkness. You have a brief sensation of rapid movement before the floor seems to disappear beneath you. Light then fills your eyes again as you land heavily on a soft carpet...>
conceal <peephole2>
hide <peephole2>
reveal <peephole1>
show <peephole1>
wait <>
goto <By Some Paintings>
}
define object <short lever>
look <It is a simple short lever in the wall which can be pulled.>
examine <It is a simple short lever in the wall which can be pulled.>
prefix <There is a>
suffix <set into the wall here.>
end define
define object <long lever>
look <It is a simple long lever in the wall which can be pulled.>
examine <It is a simple long lever in the wall which can be pulled.>
prefix <There is a>
suffix <set into the wall here.>
end define
define object <peephole1>
alias <peephole>
look <It is a through-view made up of two eye sized holes in the wall.>
examine <You set your face to the peephole, and look through. You find yourself looking into the cold eyes of a woman painted against a blue background.>
prefix <A binocular>
suffix <is at eye level in the east wall of the chamber.>
end define
define object <peephole2>
alias <peephole>
look <It is a through-view made up of two eye sized holes in the wall.>
examine <You set your face to the peephole, and look through. You find yourself looking at the head of a woman painted against a blue background. You are slightly irked by the absence of her eyes, which are replaced by two black circles, each containing a silver number - '5' and '7'.>
prefix <A binocular>
suffix <is at eye level in the east wall of the chamber.>
hidden
invisible
end define
end define
define room <Summit Of A Marble Staircase>
look <You are standing at the top of the marble staircase, which leads down towards a long corridor. To your west and east leads a musty corridor.>
east <stair corridor east>
west <stair corridor west>
down <Midpoint On A Marble Staircase>
define object <corpse>
look <The fresh corpse of a young man in an expensive, black silk suit. He has sleek black hair, slightly ruffled, and a neat moustache. Several knife wounds in his chest are covered with coagulating blood - his pale blue eyes are fixed staring up at the ceiling.>
speak <He's busy being dead.>
examine {
msg <You investigate the dead man's vestiments...>
if exists <hammer> then msg <You find nothing.> else {
msg <You find a hammer attached to the inlay of his jacket.>
show <hammer>
reveal <hammer>
}
}
prefix <There is a fresh>
suffix <lying on the carpet here.>
gender <he>
end define
define object <hammer>
look <Its a medium sized, solid hammer.>
take
examine <Its a medium sized, solid hammer.>
prefix <a>
hidden
invisible
end define
end define
define room <stair corridor west>
alias <Musty Corridor>
look <From the smell of this corridor it is clear that it recieves little domestic attention. The corridor splits here, leading away south and northwest.>
east <Summit Of A Marble Staircase>
west <Summit Of A Marble Staircase>
northwest <west corridor end>
end define
define room <stair corridor east>
alias <Musty Corridor>
look <From the smell of this corridor it is clear that it recieves little domestic attention. The corridor splits here, leading away south and northeast. There is a small plinth pillar here.>
north <By A Red Door>
south <End Of A Corridor>
west <Summit Of A Marble Staircase>
define object <oil>
look <It is a small cask of oil with a chain affixed to it. You recognise it as an instrument use for many cult rituals.>
take
examine <Upon close inspection, you notice a small red |cr|K|cb| etched onto the cask.>
prefix <a cask of>
end define
end define
define room <west corridor end>
alias <End Of A Corridor>
look <You have come to the end of a long, musty corridor. The wallpaper here is so decayed that it is practically flaking from the walls. There is a door here, leading north. The corridor leads southeast.>
north <Large Antechamber>
southeast <stair corridor west>
end define
define room <Large Antechamber>
look <This is a large but sparsely populated room. The walls and floor are tiled with imitation stone ceiled together well enough to give the effect of being in a hollowed out chamber. The floor is covered with a thin layer of soil. To your west is a large pair of oak double doors set into the 'stone'. A door leads out to the south.>
south <west corridor end>
west if got <dooropen> then goto <Display Room> else msg <You try to force the oak doors open but you can't get them to move.>
command <type> msg <Typing that doesn't seem to accomplish anything.>
command <type '57'> {
msg <As you finish typing, you hear a grinding sound, and a loud click from the wall beside the oak doors.>
give <dooropen>
}
define object <symbols>
look picture <lgc01.jpg>
examine picture <lgc01.jpg>
prefix <There are a number of>
suffix <carved into the wall here.>
end define
define object <typewriter>
look <The typewriter appears to be the key to opening the large oak doors. You can type things on it 'type xx' if you wish.>
examine <The typewriter appears to be the key to opening the large oak doors. You can type things on it 'type xx' if you wish.>
prefix <There is a>
suffix <affixed to the wall beside the oak doors.>
end define
define object <dooropen>
take
invisible
end define
end define
define room <Display Room>
look <This is a small but ornately decorated room. It is lined with pillars displaying expensive looking vases and busts. Central to the far west wall is a pillar which clearly denotes itself to be the dominant piece. A pair of sturdy oak doors leads east.>
east <Large Antechamber>
define object <bronze hand>
alt <hand>
look <It is a life sized hand fashioned from bronze. The designs and inflections are intricate - were it not for the shiny bronze effect, you might have mistaken it for a real hand.>
take msg <The glass case prevents you from taking the bronze hand.>
examine <It is hard to examine the bronze hand further without having it in your inventory.>
prefix <A>
suffix <rests on the central pillar.>
end define
define object <glass case>
alt <case>
look <It's a simple square glass case, protecting the glass hand. You would to break it to take the hand.>
examine <It's a simple square glass case, protecting the glass hand. You would to break it to take the hand.>
prefix <There is a>
suffix <enclosing the bronze hand.>
use <hammer> {
msg <You wield the hammer and swing it at the glass case. It smashes perfectly into a shower of small pieces that scatter across the floor.>
hide <glass case>
conceal <glass case>
move <bronze hand; Object Room>
reveal <bronze hand freed>
show <bronze hand freed>
}
end define
define object <bronze hand freed>
alias <bronze hand>
alt <hand>
look <It is a life sized hand fashioned from bronze. The designs and inflections are intricate - were it not for the shiny bronze effect, you might have mistaken it for a real hand.>
take {
msg <As you step forward to take the bronze hand, a hatch on the pillar below it opens, causing it to drop away...>
conceal <bronze hand freed>
hide <bronze hand freed>
conceal <bronze hand>
hide <bronze hand>
wait <>
msg <You hear a loud bang above you and look up, your arm still outstretched - a huge hatchet blade attached to a wire drops from the ceiling. It cleanly cuts your hand from your arm in a spray of blood...>
wait <>
msg <You are in pain.>
reveal <hand>
show <hand>
give <losthand>
}
examine <It is hard to examine the bronze hand further without having it in your inventory.>
prefix <A>
suffix <rests on the central pillar.>
hidden
invisible
end define
define object <hand>
look <Its your own hand. It is bleeding, but the blood flow is beginning to slow.>
take
examine <You examine the hand closely. To your amazement, you see that a small spatter of blood, landed when you were cut by the hatchet, has coagulated on the palm to form the letter |cr|K|cb|.>
prefix <your bleeding>
hidden
invisible
end define
end define
define room <End Of A Corridor>
look <You have reached the end of a dark corridor. The south wall has no wallpaper, suggesting that the corridor has been blocked up and thus explaining this dead end.>
north <stair corridor east>
define object <head-dress>
look <It is a large, colourful head-dress. You recognise the Inca tribe style in the arrangement of several pewter feathers around the rim. Something about the head-dress seems |cy incomplete|cb|...>
take
examine <There is an empty slot at the foremost point of the head-dress...>
prefix <an Inca>
use <metal feather> {
msg <You slot the pewter feather into the head-dress...>
hide <metal feather>
hide <head-dress>
give <head-dress complete>
}
end define
end define
define room <By A Red Door>
look <You are in a corridor next to a |cr|red door|cb| which leads east. The corridor itself leads away south.>
south <stair corridor east>
east <Ritual Room>
end define
define room <Ritual Room>
look <There is an intense and indescribable aura to this room. It is lit by the morning light spilling from a single round window in the north wall. There are a number of strange, arcane objects littered about the room, which is populated by a vast array of candles in many different sizes and colours. |n|nAt the far end of the room is a life size |cy statue|cb| depicting the head and torso of a human. You feel strangely attracted to its mysterious gaze...|n|nThere is a small |cy button|cb| in the wall beside the statue.>
west <By A Red Door>
command <press button> if exists <head-dress (fixed)> then {if exists <hand (fixed)> then {if exists <arrow (fixed)> then {if exists <coin (fixed)> then {
msg <As you press the button, you hear a click from the statue. You watch in awe as its bronze mouth slowly opens, revealing a living, beating heart between its jaws. The heart drops down onto the prepared ground before the statue as its mouth shuts again.>
show <living heart>
}
}}}
command <drink bottle> if exists <burning heart> then {
msg <You drink the entire contents of the bottle in one swig...>
wait <>
msg <You feel the immense attraction of the statue pulling at your soul as your body begins to spasm with the effects of the poison...>
wait <>
msg <You feel your soul suddenly drawn through the flames towards the ever beckoning eyes of the statue as your body begins to collapse...>
show <small key>
hide <bottle>
hide <matches>
hide <note>
hide <hammer>
wait <>
msg <You suddenly slam into the statue, cutting off the link to your dead body. You are one with the stone...>
goto <The Message>
}
else {
msg <You drink the contents of the bottle in one swig. The clear liquid has an acid taste on your tongue...>
wait <>
msg <Sudden pain grips your chest, and you drop to your knees. You feel your throat begin to seize up as you gasp for breath...>
wait <>
msg <You have died. Type RESTART to begin again from the start, or LOAD to play from a saved point.>
}
define object <statue1>
alias <statue>
look <The statue is made of bronze. It has a piercing gaze to which you feel strangely attracted. One of its arms is outstretched, the open hand waiting patiently. The other arm terminates in a stump at the wrist, with a small extension, presumably for an attachable hand. There is a small circular indentation on the statue's chest...>
examine <The statue is made of bronze. It has a piercing gaze to which you feel strangely attracted. One of its arms is outstretched, the open hand waiting patiently. The other harm terminates in a stump at the wrist, with a small extension, presumably for an attachable hand. There is a small circular indentation on the statue's chest...>
prefix <A life sized>
suffix <of a human rests against the east wall.>
use <head-dress complete> {
msg <You place the head-dress atop the strange statue's head.>
hide <head-dress complete>
show <head-dress (fixed)>
foreground <blue>
msg <You feel a brief wave of power emanate from the statue...>
foreground <white>
}
use <hand> {
msg <You take your severed hand in your good hand and thrust it onto the peg extending from the statue's incomplete arm. It holds there.>
hide <hand>
show <hand (fixed)>
foreground <blue>
msg <You feel a brief wave of power emanate from the statue...>
foreground <white>
}
use <arrow> {
msg <You place the arrow in the hand of the statue. Suddenly, it clenches its bronze fist, sealing the shaft of the arrow within.>
hide <arrow>
show <arrow (fixed)>
foreground <blue>
msg <You feel a brief wave of power emanate from the statue...>
foreground <white>
}
use <foreign coin> {
msg <You press the foreign looking coin into the indentation on the chest of the statue.>
hide <foreign coin>
show <coin (fixed)>
foreground <blue>
msg <You feel a brief wave of power emanate from the statue...>
foreground <white>
}
end define
define object <head-dress (fixed)>
look <The head-dress rests regally on the head of the strange statue.>
examine <The head-dress rests regally on the head of the strange statue.>
prefix <a>
hidden
end define
define object <hand (fixed)>
look <It is your own hand, fixed to the arm of the strange statue. The is a smear of blood where you forced the hand onto the peg.>
examine <It is your own hand, fixed to the arm of the strange statue. The is a smear of blood where you forced the hand onto the peg.>
prefix <a>
hidden
end define
define object <arrow (fixed)>
look <The ceremonial arrow is clenched in the grip of the statue's bronze hand.>
examine <The ceremonial arrow is clenched in the grip of the statue's bronze hand.>
prefix <an>
hidden
end define
define object <coin (fixed)>
look <The foreign looking coin is sealed in the chest of the strange statue.>
examine <The foreign looking coin is sealed in the chest of the strange statue.>
prefix <a>
hidden
end define
define object <living heart>
alt <heart>
look <The bloody heart lies here, beating slowly on the prepared ground before the statue.>
take msg <You would rather not touch it.>
examine <The bloody heart lies here, beating slowly on the prepared ground before the statue.>
prefix <a>
hidden
use <oil> {
msg <You pour the entire contents of the oil cask over the heart, drenching it in flammable liquid.>
hide <oil>
hide <living heart>
show <oiled heart>
}
end define
define object <oiled heart>
alt <heart>
look <The heart, still beating, is drenched in oil.>
take msg <You would rather not touch it.>
examine <The heart, still beating, is drenched in oil.>
prefix <an>
hidden
use <matches> {
msg <You strike a match across the oiled heart. It suddenly |crbursts into flames|cb|, cascading light across the ritual room...>
hide <oiled heart>
show <burning heart>
}
end define
define object <burning heart>
alt <heart>
look <The heart is |cr|burning wildly|cb| in front of the statue, the flickering light lending reality to its previously still expression...>
take msg <You have no desire to burn your only hand.>
examine <The heart is |cr burning wildly|cb| in front of the statue, the flickering light lending reality to its previously still expression...>
prefix <a>
hidden
end define
end define
define room <Ritual Room (statue'd)>
alias <Ritual Room>
look <You gaze from the eyes of the statue at the ritual room. Moonlight shines in through the round window in the west wall. In front of you is the burned remains of a heart, still surrounded by glowing embers.>
place <the message>
define object <corpse1>
alias <corpse>
look <It is your own dead body, lying sprawled before the prepared ritual ground. One hand is clenched around what appears to be a small green bottle - the other is missing, its arm terminating in a bloody stump.>
prefix <Your>
suffix <lies here.>
end define
end define
define room <The Message>
look <This is the message.|n|nYou have completed part one of 'The Lazy Gun Cult'. Part two begins where you left off, as the statue in the ritual room. It will be finished soon.|n|nType QUIT to exit the program.>
end define
define text <intro>
*The Lazy Gun Cult*
You are a private investigator specialising in paranormal activity. One evening, you recieve a call from an anonymous source, suggesting that you look into rumours of cult rituals at an old mansion in the country, and giving an address. Although there is no contract, your passion for your career gets the better of you, and you set out the next morning to investigate.
You arrive at the tall, dark mansion and park your car just inside the gate. You head down along a leaf littered path, surrounded by trees, to arrive at the large front door. There is no knocker, but you find that the door gives way with a push. You step inside, to find yourself in a dimly lit hallway...
**
end define
define text <win>
end define
define text <lose>
end define
define text <describe>
#indescription# |b|cl#quest.formatroom#|xb|cb.
#quest.doorways.out#
#quest.doorways.dirs#
#quest.doorways.places#
#quest.formatobjects#
#quest.lookdesc#
end define
define text <guest book>
The page reads;
WSC
MT
A strange curved line below the above may indicate the start of an additional, unfinished signature in the book.
end define
felicroman
05 Jun 2005, 18:54paul_one
05 Jun 2005, 20:51I like the bottle command, apart from the fact it won't kill you - just print up the message that you're dead...
Very comprehensive and it seems you've put alot of thought into it - well done!
I may play this at work or something, seeing as I have free time every now and then.
steve the gaming guy
06 Jun 2005, 17:42Before you release it, provide the player with different ways to give commands or at least provide strong hints as to what the player is supposed to say.
For instance, there is no reason, hint or clue given that you are supposed to type "twist head" to get a key. If you look at the head or lion or bannister, the game does not know it exists.
I like the levers idea and the peephole. Good work there.
I see what you were getting at with the typewriter and "dooropen" thing. I learned this after some time working in Quest. Try using flags instead of objects. In your situation, you give the player an object called 'dooropen' if they type the correct thing on the typewriter. Instead, try turning on a flag called 'dooropen' and if they try to go through the door with the flag off, it will be locked. If the flag is on, the door will be open.
There are a few other puzzles that might need some clarification and what is listed above are a couple examples of puzzles to look at before submitting the game.
felicroman
12 Jun 2005, 18:33- Make the lion's head an object
- Make the alcove lever an object
- Make the typewriter easier to use (flags?)
- Fix the bottle
- Clarify all the commands
I'll re-post the game when I have the time to update it.