Puzzle Design Thread (for classic adventure Lucasarts style or Sierra)

  • #30, z afrlmeMonday, 05. June 2017, 16:44 hodinky 7 years ago
    @AFRLme: I need to log in on dropbox to download your puzzle example. But I haven't an account, And I don't want one. 
    Anyone should be able to download it. There is usually 2 download options with dropbox. Add to your dropbox account or download directly. I'm pretty sure you don't need an account or need to be logged in.

    @ Machtnix: quit current action is an action part that prevents the rest of the action parts listed after it from being executed. Basically it kills the entire action block.

    *edit: sorry. I shared the wrong link. Here you go: https://www.dropbox.com/s/tbm3v3p0zf0zjw1/CyclePuzzle.zip?dl=0 Just click on the no thanks & continue button & you should be able to access the page with a download button on it.

    If you ever see me talking about actions or if queries & they are written in italic, then I'm likely referring to action parts. I will always write Lua script in code boxes.

    Imperátor

    7285 Posts


  • #31, z MachtnixMonday, 05. June 2017, 17:10 hodinky 7 years ago
    Thanks. Yes, a quit option is always in the action part, not similar to Lua. I speak of "editor functions" and " Lua functions" to make a difference between them. 

    Kapitán

    1097 Posts

  • #32, z gabartsTuesday, 06. June 2017, 15:57 hodinky 7 years ago
    I think I've figured out how to set up conditions, values, buttons interactions, objects so far, basic things... I'm now looking deeper into dialogues, how would be hard to make some sort of monkey island sword insult fight? I've seen you can use actions inside each line of  dialogue and maybe using random value to get the lines? From where you can start without using too much code?!

    Fanoušek fóra

    137 Posts

  • #33, z afrlmeTuesday, 06. June 2017, 16:41 hodinky 7 years ago
    I think I've figured out how to set up conditions, values, buttons interactions, objects so far, basic things... I'm now looking deeper into dialogues, how would be hard to make some sort of monkey island sword insult fight? I've seen you can use actions inside each line of  dialogue and maybe using random value to get the lines? From where you can start without using too much code?!
    A random value & if query should work fine. You can hide/show dialog options by assigning conditions to them. If condition is true then dialog option will be visible else it will be hidden. Probably require a bit of work to get it working 100% as you want it, but should be possible with the dialog system, conditions, values & action parts alone without having to resort to any sort of scripting.

    Anyway you go about creating an insult dialog puzzle system will likely require a lot of if queries & conditions to get it to work. Conditions are the main basis behind pretty much every game. If x is true/false do something.

    Imperátor

    7285 Posts

  • #34, z MachtnixTuesday, 06. June 2017, 16:45 hodinky 7 years ago
    I propose to make a "dialog tree" first. Believe me: you need it... wink

    Kapitán

    1097 Posts

  • #35, z sebastianTuesday, 06. June 2017, 17:55 hodinky 7 years ago
    You would need to plan this out beforehand:

    Which sentences should exist and what are the "best" responses

    Which "pirates" should exist and what sentences they should own. 

    There should be weak "pirates" with basic insults and strong "pirates" with advanced insults. 

    There should also be fail insults for fun which are always wrong to pick.

    The sentences each "pirate" owns should overlap a bit, so that you can "level up" and be able to respond to stronger pirates insults:

    If a "pirate" insults you you have to turn the corresponding condition to TRUE so that you have learned the phrase.

    You should also turn another condition to TRUE if you learn a correct response from another (stronger) pirate to a before learned question.


    Kapitán

    2346 Posts

  • #36, z afrlmeTuesday, 06. June 2017, 18:27 hodinky 7 years ago
    You would need to plan this out beforehand:

    Which sentences should exist and what are the "best" responses

    Which "pirates" should exist and what sentences they should own. 

    There should be weak "pirates" with basic insults and strong "pirates" with advanced insults. 

    There should also be fail insults for fun which are always wrong to pick.

    The sentences each "pirate" owns should overlap a bit, so that you can "level up" and be able to respond to stronger pirates insults:

    If a "pirate" insults you you have to turn the corresponding condition to TRUE so that you have learned the phrase.

    You should also turn another condition to TRUE if you learn a correct response from another (stronger) pirate to a before learned question.


    Also might be an idea to use a random value here too, maybe something like set random value x to a number between 1 & 100. if more than 30 reply with character response else reply with random response. Set each character up with their own value system & responses.

    Imperátor

    7285 Posts

  • #37, z gabartsTuesday, 06. June 2017, 18:43 hodinky 7 years ago
    mmm, sounds complex... well i wasn't thinking to the real thing with pirates and sword master, but maybe a easier version with lines you learn from a "book" (let's call it insult book), a guy you can learn the answer to the insult questions and then a master to fight (with different questions and the same correct answers you have to match). I'm not going to implement this in my template because I think is too elaborate at the moment for me, but maybe once it's clear how to proceed may be nice to create. The annoying thing is how to handle the random wrong answer of the "enemy" at your questions and the action part (optional) where you and enemy move 2-3 times until they resign the battle.

    Fanoušek fóra

    137 Posts

  • #38, z afrlmeTuesday, 06. June 2017, 19:26 hodinky 7 years ago
    That's down to conditions & values & if queries again.

    A value could be used as a score type thing. It starts at 0. If enemy answers correctly or you answer incorrectly then you increment it by 1 to signify you have been pushed 1 step to the right or subtract by 1 so that enemy has been pushed 1 step to the left, you do this back & forth until the value is either -3 or 3. After each update of the value you query if the value is -3/3 you have either won or lost. Also up to you if playable character should always play from left or right or random side.

    Imperátor

    7285 Posts

  • #39, z redsparkWednesday, 07. June 2017, 17:01 hodinky 7 years ago
    There's plenty of other types of puzzles I could probably mention such as hidden objects mini-games. Match mini-games

    I would love to figure out how to do Match 3 puzzles inside of Visionaire.  Is that what you are referring to?  I'm not afraid of scripting but I just don't know where to begin since VS isn't like a generic game engine with drawing functions.  At least not that I know of.

    Fanoušek fóra

    122 Posts

  • #40, z afrlmeWednesday, 07. June 2017, 18:12 hodinky 7 years ago
    There's plenty of other types of puzzles I could probably mention such as hidden objects mini-games. Match mini-games

    I would love to figure out how to do Match 3 puzzles inside of Visionaire.  Is that what you are referring to?  I'm not afraid of scripting but I just don't know where to begin since VS isn't like a generic game engine with drawing functions.  At least not that I know of.
    I'd recommend using a Lua table. Then randomly rotating the content into the table to randomize it. You can then use the values in the table to determine what would be hidden behind each tile/cover & check if x tile = same value a y tile, etc.

    But yeah I was probably referring to those kind of puzzles, I dunno.

    Imperátor

    7285 Posts