No name yet, text-base game with futuristic cowboys

Post and discuss creative ideas

What type of title should this game go for?

More sci-fi
6
35%
Something punny
5
29%
Anagram dat joint
0
No votes
Something with deserts
1
6%
Something with decay and toxity
0
No votes
Punkish
4
24%
Go back to the original Title
1
6%
 
Total votes : 17

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Fri Nov 29, 2013 9:29 am

@Terrantor
Are you talking about the character creation? Or the whole description system as a whole?
Would you use the text box mc for everything at once? Or a single line at once?
Maybe stack the strings. Because I assume the character creator will be done over several actions/pages. Kinda like CoC(yes I will refer to this all the time), but more naturally.
Say you are attacked by an enemy at the very start and during that combat you pick your race, your sex, your skills, your sexiness/frumpiness, your slutiness/virginity etc.

For the text display. Would an array work? Have the array display the text to the text box, with the array containing the premade sentences with the code placed in the right place.
So...
["You are a [0] with [3l] etc.", "You have a [1c], with [2t]."]
So that could translate into.
"You are a human with fox legs. You have a hefty dog cock with scaly lizard balls."
My way of thinking is to have [0] = human. While [0-0] = completey human in all aspects, which would bypass the redundant descriptions of legs and such. While each species has its own number and perhaps letters to further specify the body part. [3l] = fox legs.
Just a thought. And basically what BlueLight said. And these codes would be containing the random descriptions of the parts. As well as the link of the image. But that can be done later.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Fri Nov 29, 2013 7:13 pm

An array would definitely be the best way in as3. I'm thinking of building a compositional system between a reference class, which would store all of the different adjectives and reusable lines. Then I would wore that one up to the actual text box which had access to the reference. So you can drag it onto the stage, give if an instance name of say txtBox, and make a frame script: txtBox.description. Make an instance method that stacks a bunch of strings from the reference class, and write them to the dynamic text object.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Nov 30, 2013 6:18 am

Been thinking about this. We you could implement a parser(Oh god.... STRING LOGIC!!!! It's as bad as string theory!) where is checked for something like "%" and checks what character follows it. if it's something like "B" or i guess "%B" then the program will add a description string where the "%B" is. The hard problem would be getting description of the enemy or NPC. You could do this by "%EB".

I'll start coming up with a mock method and see what you people think.... however having trouble figuring out how to use the computer.*post a picture.*
Spoiler (click to show/hide):

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Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sat Nov 30, 2013 7:06 am

ya'll seem more organize than I am about this game.

Duplicity Wrote:So you have buttons which would change the hair colour when creating your character at the start. When your hair was changed because of an item or excessive cum consumption.(A plant man called Cherry Pipe who cums sweet red cum with addictive and hair/eye dying properties). The character viewer would keep up with such developments obviously.
Spoiler (click to show/hide):

Colour changing.swf



That is neato, neato with some cheetohs. Okay, so it is possible with hair, if I can make the rest of the hair have the same tonal contrast as the bob cut, it'll look bitchin. Thanks for showing me this. Man, you guys are nice for providing me these codes and shit. It kinda helps me see where I can go a bit.

BlueLight Wrote:So what my code does beyond making a window frame and drawing a image on to it, is that it loads a picture and takes all the pixels and puts them in a 1 dimensional array which is silly as hell. I'll be cleaning up the code today.


So... how do I seeee it???? 8DDD

I'm reading it and it's going over my head, do I open up flash and input it into the action script?

BlueLight Wrote:
Spoiler (click to show/hide):

Code: Select All Code
private Color pickColor(){
 Color C = Color.black;// just a color to initialize the variable.

 String s ="";

 System.out.println("If you would like to input your own color values, enter 'Y'\n");
 s = this.scan.next().trim();


 if(s.equalsIgnoreCase("y")){// this if statement checks if you want to select you own color.
 int r,g,b;// color levels for the new color.
 
 //telling the user what to do.
 System.out.println("You need to input 3 values: Red, Green & Blue\n" +
 "if you do not input a integer value, it will default to 0.\n" +
 "if you pick a value to high, or to low, it will go to the closest valid value.\n" +
 "Lets start with your Red value.\n");
 r = Math.max(0, Math.min(255, this.scan.nextInt())); //this will be the red.

 System.out.println("now put in your Green.\n");
 g = Math.max(0, Math.min(255, this.scan.nextInt())); //this will be the green.

 System.out.println("Let's finish up with a Blue.\n");
 b = Math.max(0, Math.min(255, this.scan.nextInt())); //this will be the blue.

 C = new Color(r,g,b);
 } else{// if you did not want to select your own color or you did not enter 'y', you have to use the standard colors.




 // Gives you the list of colors you can pick.
 System.out.println("You must pick a color. If you do not, select a vaild color, you must use black\n" +
 "here is your selection\n" +
 "Black\n" +
 "Blue\n" +
 "Cyan\n" +
 //"Dark Gray\n" +
 //"Light Gray\n" +
 "Gray\n" +
 "Green\n" +
 "Magenta\n" +
 "Orange\n" +
 "Pink\n" +
 "Red\n" +
 "White\n" +
 "Yellow\n" +
 "\nInput your color selection please...\n"
 );


 //s = this.scan.nextLine().trim();
 //System.out.println(s);
 s = this.scan.next();
 System.out.println(s);
 
 //gray the code for gray isn't working correctly and i need to focus on other things.
 /*if(s.trim().equalsIgnoreCase("gray")){//checks if user put only the word grey in.
 System.out.println("Sorry you need to state which gray you want more clearly. Try these\n" +
 "Dark Gray\n"+
 "Light Gray\n"+
 "Normal Gray\n"+

 "You must start your selection over!");

 C = pickColor();
 }*/

 //problems with the gray code, so i simplified it.
 if(s.length()<= 4 && s.equalsIgnoreCase("blue".substring(0, s.length()))&& s.contains("blu")) {C = Color.BLUE;}
 else if(s.length()<= 4 && s.equalsIgnoreCase("cyan".substring(0,s.length()))) {C = Color.CYAN;}
 else if(s.length()<= 4 && s.equalsIgnoreCase("gray".substring(0,s.length()))) {C = Color.GRAY;}
 else if(s.length()<= 5 && s.length()<= 4&& s.equalsIgnoreCase("green".substring(0,s.length()))) {C = Color.GREEN;}
 else if(s.length()<= 7 && s.length()<= 4&& s.equalsIgnoreCase("magenta".substring(0,s.length()))) {C = Color.MAGENTA;}
 else if(s.length()<= 6 && s.length()<= 4&& s.equalsIgnoreCase("orange".substring(0,s.length()))) {C = Color.ORANGE;}
 else if(s.length()<= 4 && s.length()<= 4&& s.equalsIgnoreCase("pink".substring(0,s.length()))) {C = Color.PINK;}
 else if(s.length()<= 3 && s.length()<= 4&& s.equalsIgnoreCase("red".substring(0,s.length()))) {C = Color.RED;}
 else if(s.length()<= 5 && s.length()<= 4&& s.equalsIgnoreCase("white".substring(0,s.length()))) {C = Color.WHITE;}
 else if(s.length()<= 6 && s.length()<= 4&& s.equalsIgnoreCase("yellow".substring(0,s.length()))) {C = Color.YELLOW;}
 //if no statement is true, then i want black to be the default color.
 else if(s.length()<= 4&& s.length()<= 4&& s.equalsIgnoreCase("black".substring(0,s.length()))& s.contains("bla")) {C = Color.BLACK;}
 }

 //do note that this print will run more than once if this method calls it self because of user error.
 System.out.printf("The values are red: %d, green: %d, & blue: %d\n",C.getRed(),C.getGreen(),C.getBlue());
 return C;
 }


I suggest you read this one, not the above. This just focuses on a ifelse block of code and not the entire method


Spoiler (click to show/hide):

So s is our String variable which will contain 1 word responses and C is a color variable which you wont have to worry about. Besides the fact that i required s to be equal or less than 4 in all the examples (Bug i didn't catch for good reason) you'll noticed that this is dam unreadable. Anyways what this code should do is detect if the user has put in the entire or part of the name for a color and change C to that color. In order to do that, i have to make sure the String isn't to big,and then i have to check to see if the string is equal to "cyan" starting from 'c' but ending at the size of s. This is just for 1 word responses that i'm fairly sure i know. Anyways i use the states the string will be in as boolean (Okay so i call some methods that return boolean values. not a big deal) but really i'm not dealing with text, i'm dealing with the property of the text. Even with that mind set it's a pain in the ass. I mean look at this code. It's the ugliest code i've written that i was happy with in a long time.

Code: Select All Code
 //problems with the gray code, so i simplified it.
 if(s.length()<= 4 && s.equalsIgnoreCase("blue".substring(0, s.length()))&& s.contains("blu")) {C = Color.BLUE;}
 else if(s.length()<= 4 && s.equalsIgnoreCase("cyan".substring(0,s.length()))) {C = Color.CYAN;}
 else if(s.length()<= 4 && s.equalsIgnoreCase("gray".substring(0,s.length()))) {C = Color.GRAY;}
 else if(s.length()<= 5 && s.length()<= 4&& s.equalsIgnoreCase("green".substring(0,s.length()))) {C = Color.GREEN;}
 else if(s.length()<= 7 && s.length()<= 4&& s.equalsIgnoreCase("magenta".substring(0,s.length()))) {C = Color.MAGENTA;}
 else if(s.length()<= 6 && s.length()<= 4&& s.equalsIgnoreCase("orange".substring(0,s.length()))) {C = Color.ORANGE;}
 else if(s.length()<= 4 && s.length()<= 4&& s.equalsIgnoreCase("pink".substring(0,s.length()))) {C = Color.PINK;}
 else if(s.length()<= 3 && s.length()<= 4&& s.equalsIgnoreCase("red".substring(0,s.length()))) {C = Color.RED;}
 else if(s.length()<= 5 && s.length()<= 4&& s.equalsIgnoreCase("white".substring(0,s.length()))) {C = Color.WHITE;}
 else if(s.length()<= 6 && s.length()<= 4&& s.equalsIgnoreCase("yellow".substring(0,s.length()))) {C = Color.YELLOW;}
 //if no statement is true, then i want black to be the default color.
 else if(s.length()<= 4&& s.length()<= 4&& s.equalsIgnoreCase("black".substring(0,s.length()))& s.contains("bla")) {C = Color.BLACK;}



Also just because the picture has suddenly decided to stop working:
Spoiler (click to show/hide):

oreimo_01_01.jpg


School, please end faster so I have time to study about programming and not get confused what I am seeing right now. I've been look at the codes you provided as examples (proof?) and that is a lot to put down, I'm not surprised tho. Haaa.... that's a lot.... I don't know what I'm feeling from all this. Kinda grateful that you are generous enough to take your time to help me out about this programming thing. But at the same time.... Skeptical that I can really do this...

But I will, I put myself up to this; I want to do this for the sake of porn.

Just... that is a lot. lol.

Aisy Wrote:Hi!

I've been snoopin' around, and I noticed that you wanted to create a text-based game similar to CoC.
I used to write for it, and I'd love to offer my help with figuring stuff out to get things going, as well as offer advice that I've learned from the time I spent working on it.

For example, it's definitely a headache to consider a character viewer, and we've tried several dozen times to get one up and running to no avail.
I think you're in the fortunate position where you can start working on it as soon as possible, adding little things over time instead of all at once.

Anyway, have you worked out an engine, or anything like that?


Thank you and I would really appreciate it and no engine worked out...

Though you might have figured out by now from the responsesssss haaaaaa....... but I have patience of a snail and am in no rush. And what do you mean by a living nightmare for an artist?

Lynxy Wrote:I know jack all about coding, but I wanted to show some love to the story idea you have there. ~-~'
Oh, and the art. loves for the concepts!


Thank you so much. It's nice to know there are people interested. These are just prototype ideas, I'm pretty sure if the game ever finishes, it'll look completely different. They alwaaaays dooooooooooo....



Looking through the rest of the posts, I don't think I need to reply to much because there seems to be some kind of worked out method you guys got going (kinda? I saw a mention of string being distasteful or something). I do believe I will be rereading what ya'll be sayin' cuz whoosh, goes right over my head. But I feel positive from what I'm reading so far. Man, all this coding talk reminds me of that 3d teapot that was coded for digital art in school, my eyes glazed over from reading those codes.

Anyways

So, kinks/fetishes I'm going with for the game are:
-any kind of sexual position (missionary, doggy, reverse cowgirl, sodomy, fellatio, all the all the kama sutra, footjob/handjob etc)
-furry (not really into it, but I don't condone it either and it's rather unavoidable)
-shota/loli (Granted, I'm not into infantilism so they aren't really kids just fugginass old mentally and one of them is a merboy who I characterize as someone who will fuck you up, so that's all I'm going for atm)
-tentacle
-xenophilia
-There are goo giiiirls...... I have one of their designs somewhere....
-DINOSAURS (okay, not even sure if anyone wants to fuck on of them, I just thought it was cool to have one as a mode transportation but you can have sex on your ride I guess 8D
-bdsm/dungeon plaaaay (as in...fucking in a dungeon but no ryonaaaa.... haha... It might not even happen since I'm not sure how far the plot will develope for that shit to happen, but it's out here for theory)
-Bukakke? I'm pretty sure that shit is pretty popular...
-robots.... u_u

Majorly, I'm just interested in drawing these out. Especially dinosaurs.... and robots and the goo girls... tho they look more badass than sexy... Oh and since you guys were so nice to post a number of ideas and suggestions about programming, I am open to accepting any kinks/ideas you guys would like to see in the game. Like, I dunno... foxes for Blue.

I recently did a layout for how the game could look conceptually, the main idea is a drawn out (maybe animated) background to indicate location. Text for the game to be contained like a grungy data scanner. NPC/enemie/love interest would be their own separate layer, so people can interact visual. I am playing around with the idea of stripping them down or giving them an array of extra faces. I realize that might be a lot of work. A fuck ton of work for an artist, but I wanna incorporate a lot of my drawings. Whether by hand or code. Also, not cool with the chosen text, and figuring out how to make the scanner thing to look more like a scanner....

Also, if the title Wild Waste sounds like a really bad pun for a title, I'm open for any other suggestion.

Slowly kinda falling in love with the idea of a noir game because of how the dumb concept layout came out, but I might just do that with a future game, who knows
Last edited by Cthulhu on Sat Dec 14, 2013 5:09 am, edited 1 time in total.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Nov 30, 2013 7:40 am

Not sure how to do a parser in AS3. I think the same effect can be achieved with an array call: attribute[math.random(totalArguments+1)]. That image is bad ass Cthulhu. If u could reproduce it in flash or put them on separate layers, it looks a whole lot better then the shit I'm working with. :-) so I think i'mma start typing up some codes. Lemme brew up some coffee, first.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Nov 30, 2013 8:00 am

Spoiler (click to show/hide):

public static void textAppend(String input){//method start

//this for loop will check if the strings contains any "%" and replace them with a return from a method depending on what character follows it.
for(int i = 0; i < input.length;i++){//start I loop
if(input.charAt(i) =='%'){ // checks if the character is '%'
i++;
String t ="";
switch(charAt(i)){
case _FEET:
t = feetDescription();
break;
case _LEGS:
t = legsDescription();
break;
case _ASSS:
t = assDescription();
break;
case _VAGI:
t = vaginaDescription();
break;
case _BODY:
t = bodyDescription();
break;
case _BOOB:
t = boobDescription();
break;
case _ARMS:
t = armDescription();
break;
case _HAND:
t = handDescription();
break;
case _HEAD:
t = headDescription();
break;
case _EYES:
t = eyesDescription();
break;
case _EARS:
t = earsDescription();
break;
case _HAIR:
t = hairDescription();
break;
case _TAIL:
t = tailDescription();
break;
case _SKIN:
t = skinDescription();
break;
case _ORGA:
t = orgasimDescription();
break;
case _MILK:
t = milkDescription();
break;
case _CUMS:
t = cumDescription();
break;
case default:
//Exception error. We have no clue what to put here.
break;
}
input = input.subString(0,(i-1)).trim()+" "+t.trim()+" "+input.subString((i+1)).trim();
}
}//end i loop
}//method end


in theory the above should work. Haven't tested it or made sure it could even compile... But i'm sure it will work.

Terrantor!!! Wrote:Not sure how to do a parser in AS3. I think the same effect can be achieved with an array call: attribute[math.random(totalArguments+1)].

Haven't made one before either, but the concept... is fucking complex. However, lucky for us, your brave and brilliant leader only required 2 characters to be checked and one of those was a constant. Anyways that's my mock design.
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Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sat Nov 30, 2013 9:16 am

Terrantor!!! Wrote:Not sure how to do a parser in AS3. I think the same effect can be achieved with an array call: attribute[math.random(totalArguments+1)]. That image is bad ass Cthulhu. If u could reproduce it in flash or put them on separate layers, it looks a whole lot better then the shit I'm working with. :-) so I think i'mma start typing up some codes. Lemme brew up some coffee, first.


That's the plan, putting them in seperate layers. But I'm really conscious if the format will work better like that, like I don't want the layout to ruin gameplay experience because the eye was hard to read or that it was too grainy or even if the stats look too confusing
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Nov 30, 2013 9:21 am

I was actually going to ask for a colour scheme to be decided on. So when I pull my finger out and try to make some mock ups I can at least come close to the ideal colours. I realise this is still undecided, but at least it is a start.

Would you have a map where the dialogue is when there is no dialogue? Doesn't even have to show the player location(though that would be cool.) Even just to show the rough locations of major locations would be cool. So when traveling around you know if you go in a certain direction you will find stuff.
Or you could make the towns/cities/whatevers the only concrete locations and when you explore outside them you have the randomised desert/caves/beach. Or With randomised parts of the city as well. Kinda like Mutant Minx Meltdown by seldompie.

In some RPG maker games they have the option to display the main character on the right all the time. As well as the option to hide the display. Are you thinking of having something similar?

I'll check the CoC code. I know Fen has a parser in there somewhere....
okay found it I think. Just a class file with about 3500 lines.
So this is just for cock girth at the very end of the class.
Spoiler (click to show/hide):

Code: Select All Code
//Girth - fallback
   else {
      if(cockLength/6 <= .75) {
         rando = rand(3);
         if(rando == 0) descript += "thin";
         else if(rando == 1) descript += "slender";
         else descript += "narrow";
      }
      else if(cockLength/6 <= 1.2) {
         descript += "ample";
      }
      else if(cockLength/6 <= 1.4) {
         rando = rand(2);
         if(rando == 0) descript += "ample";
         else descript += "big";
      }
      else if(cockLength/6 <= 2) {
         rando = rand(3);
         if(rando == 0) descript += "broad";
         else if(rando == 1) descript += "girthy";
         else descript += "meaty";
      }
      else if(cockLength/6 <= 3.5) {
         rando = rand(3);
         if(rando == 0) descript += "fat";
         else if(rando == 1) descript += "wide";
         else descript += "distended";
      }
      else if(cockLength/6 > 3.5) {
         rando = rand(3);
         if(rando == 0) descript += "inhumanly distended";
         else if(rando == 1) descript += "bloated";
         else descript += "monstrously thick";
      }
   }
   return descript;
}
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Nov 30, 2013 10:20 am

If i wanted to convert a string into text, how would i do it in AS3? For instances if i had the string "330" how would i put that in to a int variable?
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Nov 30, 2013 10:47 am

well since string is text you can just import it to the text box.
Spoiler (click to show/hide):

Code: Select All Code
import flash.text.TextField;

var texty:TextField = new TextField;
addChild(texty);
texty.text = "testing text testily. Juxtaposition isn't spelt phonetically."+"\n";
texty.appendText("Phonetically prononcing words can cause spelling problems")
texty.border = true;
texty.wordWrap = true;
texty.width = 200;
texty.x = 175;
texty.y = 150;
//input type text field
var inputField:TextField = new TextField;
addChild(inputField);
inputField.border = true;
inputField.width = 200;
inputField.height = 150;
inputField.type = "input"; //makes it an input field, default is dynamic
inputField.multiline = true; //allows enter to go one line down
stage.focus = inputField; //focus on the inputField first
inputField.restrict = "A-Z a-z"; // including a space between "" allows for spaces

//this is to change the format of a text field.
var myTextField:TextField = new TextField;
var myTextFormat:TextFormat = new TextFormat();
addChild(myTextField);
myTextFormat.font = "Sans";
myTextFormat.size = 12;
myTextFormat.color = 0xFF99CC;
myTextFormat.leftMargin = 10;// how far it is pushed right in pixels
myTextField.border = true;
myTextField.x = 300;
myTextField.y = 25;
myTextField.autoSize = TextFieldAutoSize.LEFT;
myTextField.text = "Formatting Text in ActionScript 3";
myTextField.setTextFormat(myTextFormat);//this always comes after the line above

Here is the swf, so you can see it. This was just a pure code project. Just to see how to make textboxes from code.
Spoiler (click to show/hide):

Click to Play
(Javascript Required)

TextField Experiments.swf [ 1.33 KiB | Viewed 1293 times ]



To convert string into numbers look at this code. I did it from a tut, just messing around. Plus some other stuff to show the order in which certain symbols are processed.
So times a number comes first over division and addition.
Code: Select All Code
var s1:String = "2";
var s2:String = "5";
trace( Number(s1) + Number(s2));
//for Number to string, put instancename.toString();
//the brackets can be left blank or a number to change the radix to that no. base
// 8 would change 14 into 16. Basically 10 is the normal radix, while having an 8
//radix would make the base of numbers 8th instead of a full 10th or whole
var myNumber:Number = 20
trace (myNumber.toString(8));
///easy conversion of string to number in trace
trace(Number(8) + Number(4) / Number(10) * Number(20));
// * takes precedence over / and +, While / beats +
// the numbers end up being 12 divided by 200 = 16.6666
trace(Number(14) % Number(4)); //calculates the remainder of 14 divided by 4 = 2


Hope this helped in some way.
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Please log them by throwing a rock at the darkest corner you see.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Nov 30, 2013 12:15 pm

okay, i'll have a concept update for you soonish.... like in a few days.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Nov 30, 2013 12:17 pm

Duplicity Wrote:well since string is text you can just import it to the text box.

*Face palm* i did say convert a string into text.... didn't I.....
I meant int. However, a string is really a class containing methods to process an array of char or characters.... i'll go away now.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Nov 30, 2013 10:32 pm

Lol, not sure how to go from string to int. But u can go from int to string with the variable.toString() method. Arrays and array elements can use toString(), as well. Try it out with a trace() function. As for the parser, i understand now, but I'm trying to figure out a simpler way involving a for loop and arrays a lot like blue's sample code back there. Was thinking about a dictionary and thesaurus class, would be cool if we could relate quantifiable objects like mass or girth with size words like large or tiny which draw from a list of synonyms.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Nov 30, 2013 10:50 pm

@Duplicity: Good question, it seems there should be a higher degree of visual interactivity, this would definitely cut back on the viewers' reading time, allowing more playability especially when it comes to exploring. A picture tells a thousand words and I really think if we snag a cartographer or background artist, this one would be in the bag.

Speaking of, what would be better? Clicking objects to interact or typing commands like,"examine," in a prompt?
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sun Dec 01, 2013 1:21 am

Terrantor!!! Wrote: dictionary and thesaurus class

STRING LOGIC!!!! KILL IT!!!!
Well fuck, this is something i would rather avoid however it kinda looks like we'll have to do it.
Okay so first i think we should think about syntax of how this thing will look. No point in just adding new stuff as we go along, we should try to implement everything we can.

i suggest we have a syntax of that still uses % as a key if we need to run a function. However we also need to support math so I'm thinking "%M" for a math function but to add the operation we need something else so i was thinking "%M[2+2]" which would replace it with 2 however if we did "%M[2+2/2]" we would get 3.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sun Dec 01, 2013 1:50 pm

I am against typing commands. Not only do they take more effort, you have to contend with people being stupid, or the writer/coder giving vague directions on use so people get confused. A button is a button and pratically idiot proof. I dislike typing commands. No one hand play you say?
Plus I get really frustrated when I type a command in, but it is the wrong synonym or not available in that area. So you have to try and remember a list of commands, knowing many times you have to follow a certain order(like open backpack, forget what the name of item was, so you have to examine backpack and then grab the item) or that the commands just won't work.

Also because the main person behind this project is an artist. I think we should enslave... encourage Cthulhu to draw as much as they want to. I would like to see a more visually based text game. A kind of CG/text game hybrid.
So when the enemy is encountered, they flash up on the left in an almost versus shot. Maybe? What do you think? I mean if Cthulhu goes to all the effort to draw the enemy, we should show them off a little. I would say no to drawn sex scenes. Way too much freaking effort and the game would become massive in file size.
Maybe the portrait of the main character on the right could change according to lust levels/amount of sex?

And with the parser, what about using arrays with random selection of the words within instead?
So say cockDesc would have 9 arrays for 4" to 12" cocks. Anything bigger or smaller could use the same descriptions. You have the checks to compare the player to the sizes and when the sizes match they would randomly select one of the say three words within the array. Like you described above Terrantor.

Just suggestions. So take or leave them.
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sun Dec 01, 2013 5:14 pm

@Cthulhu I really love that mock-up, I've been spending the past few days coming up with story proposals to help along, though I'm not sure how involved you want second-party writers to be. A noir game sounds fine, but I love the TES-Fallout contrast you're aiming for with Wild Waste compared to CoC. If I were to be honest, you should name it something that will a) be easily found in as brief of a google search as possible and b) be memorable and catchy. One of the many things I remember is telling fen that TiTS is a terrible name, since people will have to enter the entire unabbreviated acronym to find it, which defeats the purpose of making it one in the first place. Wild Waste might fall towards a similar issue, so be careful!

As for the character viewer, drawing every unique asset can become a chore if you have a long list of them that need to be done, but otherwise it can be pretty simple to tackle. Don't mind me, I'm just relaying the mistakes that we ran into with CoC.

Anyway, you guys seem to be making a lot of headway, but you're also retreading down paths that'd be made easier if you peeked at either UTG or CoC's code (which can be found on the site). Buttons are definitely the preferable option (especially with hotkeys for more one-handed techniques), and CoC's parser may recognise phrases like [dickSize], but to hardcode it into the game required Fen to edit every instance of those to something flash could actually recognise. It's a double-edged sword!

Anyway, I'm always here eventually to offer a hand with design or writing or advice concerning CoC's many developer decisions. Good luck!
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Re: No name yet, text-base game with futuristic cowboys

Postby [Brand_Name] » Sun Dec 01, 2013 10:07 pm

Tentacles? TENTACLES? :D

Hey so... I can code about as well as I can draw.

And I'm not talented in either ;P

But I'd be more than happy to lessen the load on the writing end if you'd like.
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 01, 2013 11:26 pm

Soooo I didn't actually read all the posts, but I saw code, and discussion on how to make a text parser, so I threw this together in about 20 minutes.

Spoiler (click to show/hide):

Click to Play
(Javascript Required)

TextThingyCthulu.swf [ 1.67 KiB | Viewed 1244 times ]



Currently it recognises %race and %cock to give the player's race and a synonym for cock. Does this help at all?
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sun Dec 01, 2013 11:44 pm

Duplicity Wrote:And with the parser, what about using arrays with random selection of the words within instead?
So say cockDesc would have 9 arrays for 4" to 12" cocks. Anything bigger or smaller could use the same descriptions. You have the checks to compare the player to the sizes and when the sizes match they would randomly select one of the say three words within the array. Like you described above Terrantor.

Just suggestions. So take or leave them.

In general i would think having 1 letter commands as being better than entire words. It's easier to read a list for a letter than it is to look on a list and remember the entire way you spelled cock description. That and you can use switch statements with how i went about it.... *Waves arms up and down* switch statements man!.... They don't normally support.
If you think you have a good idea for implementation why not try to code a mock design.
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