SCRATCH 3 LIST DISPLAY BROKE THIS, SORRY. Arrow keys to move. Walk over to the purple guy in the middle of the room and press C to talk. You have to be "facing him" to talk, so if it's not working, press the appropriate key as if you are trying to walk onto the square he occupies. He'll give a further explanation of what's available in the current demo. Feel free to talk to characters! They might have some useful bits of information from time to time. Use the slider on the left to adjust the delay between moves. This is helpful for moving around quickly with a small delay and making careful, deliberate, steps with a large delay (very useful when doing sokoban puzzles, where stepping one square too far means having to restart!) If you want to see the plot system demonstrated, try talking to the evil monster before and after picking up all the equipment in Zone 6. ADDITIONAL INSTRUCTIONS FOR TESTING THE COMBAT SYSTEM: At the start of your turn, a cursor will appear (four grey dots) over your character. The arrow keys move the cursor to select where you will move to. Press space once you have chosen your destination. Next, use the up and down arrow to change the "Action" variable to select one of the actions in "Library: Actions". Each action is encoded as follows: (@=healing, M=attack)|(1st number is range)|(2nd number is damage, negative for healing)| Press space to confirm your action selection. You can use the arrow keys to move the cursor again to select a target within the action's range. Press space to confirm target, and your character will go to the spot you selected and perform the action. Wait for the monster's turn, and repeat. Currently, there are no graphical effects during the fight, but you can see the HP change for each character (1 is you, 2 is the monster).
WORK IN PROGRESS At this point all of the difficult coding is done, and I have an excellent base for any of the remaining features I want to add, so I'm going to be slowly updating this while simultaneously working on the art and data for Isle of Dolor. I FINALLY HAVE A WORKING ENGINE THAT DOES NEARLY EVERYTHING IT SET OUT TO DO! Known Bugs: -Restarting a zone after you have already solved and exited can result in extra items or the player spawning inside a temp wall. -The Other Mr. Mauve will keep on giving you Worf action figures as long as you keep talking to him (need to write additional dialogue) Most Recent Additions: -Plot mechanics -Inventory/pickupable items -Z-axis logic for basic movement Features to be implemented soon: -Combat AI -GUI -Z-axis logic when pathing Features to be implemented later: -Animations -Isometric projection Features to be implemented much later (in Isle of Dolor): -Decent graphics -More substantial storyline -Music -Saving??? -Development tools for others wishing to use the engine (zone builder, plot compiler, etc) UPDATE LOG: 8/11/2015 - Started working on the isometric layering system and a savefile system. 8/7/2016 - Fixed some typos in the dialogue and coded the "Gain" command in DoToDo so that you can actually receive the collectible figurine from The Other Mr. Mauve. I also had my dad bugtest it a bit. Turns out the sokoban puzzle is actually kind of hard if you haven't played it a billion times while debugging. 7/31/16 - fixed an error in the description (C key is to talk, not T!) and added a debug mode. Thanks to for finding this bug! 7/29/16 - added if statements for all necessary PlotCheck and ToDo types. Still haven't fully coded their execution. 7/26/16 - Z axis logic and layering, demonstrated in zone 6! Hint: boxes have a height of 3. Also added a "recent pickups" list so that you can't reload a zone with pickupable items and add more and more and more of them to your inventory. 7/25/16 - Added pickupables, inventory, and plot check! Assigned all 26 letters in the English alphabet to instructions and goals for plotcheck and todo, but haven't implemented them yet. 7/23/16 - Released for bugtesting! Changed rendering to allow more differentiation between items of the same type; replaced the duck in the combat testing area with an evil monster. Added a NONE action option in combat. Smoothed out combat mechanics and added brief docstrings to scripts and custom blocks. Added minigame trigger and sliding block puzzle minigame. 7/22/16 (Late) - Added a thumbnail. If you beat the main mission of the game (involving the duck and some spaghetti) you can head to Zone 5 and press the "F" key to test out the combat system. Currently the AI just follows you around and doesn't attack, and there's no GUI, so read through the extended instructions for some help. 7/22/16 (Early) - Path execution now functional. Player combat move, action, and target selection are complete, just needs a GUI. Rudimentary damage effects in combat. Still needs AI, knockback, secondary damage (fall, splash, etc), and AP/MP costs. Basics of plot advancement now work with the DoToDo function, which so far handles conversation start reassignments and instantly moving items. Also added a "move delay" slider to balance quick exploration and slow, careful sokoban puzzling. Added a basic mission structure to the demo. 7/21/16 - Implemented a talking NPC, conversation effects, and pathfinding. Started working on combat, completed move selection cursor. Started annotating some scripts. 7/14/16 - Added another type of trigger wall that pushables can pass over, and added a zone reload feature in case you mess up a sokoban. 7/13/16 - Zone transitions are now functional, as well as triggers! Woohoo! The only coding left that's serious work is the battle system. I also added a new type of floor that the player can move over but pushables can't slide onto, which can be used for some interesting puzzles but is mostly to keep the area around portals/doorways clear so that you don't spawn into a new zone standing on top of a pushable. 7/7/16 - Imported the dialogue engine from previous versions for two reasons: 1) I don't think it can be significantly improved, and 2) I've already written nearly 500 lines of dialogue in the format used by the old system and I don't want to reformat them. 7/4/16 - Stack resolution is complete! You can now walk and push items on and off of stacks. Eventually I'll add Z-arguments to allow the height of the stack to determine whether the an object is moving over another or pushing against it. 7/3/16 - Initial creation. Basic movement and pushables. Zone saving and loading. Beginnings of a stack system; can resolve stacks when stepping off of one, but doesn't handle stepping onto a stack yet.