Showing posts with label events. Show all posts
Showing posts with label events. Show all posts

Sunday, 30 December 2012

The Shattering: The Great Earthquake that Buried Azaria

It is official: Azaria is DEAD! A massive earthquake in the Great Mountains of Arake buried the whole city, or at least, is what the travelers are saying. Nonetheless, the earthquake did cut all access to the White Jewel.

And so, it began the PAR. A new project based on the scraps of Azaria.
As for the name, PAR stands for Python Adventure RPG (with RPG standing for Role Playing Game, we have nested nests! Hooray!)

PAR follows the Azaria Project to the bone, being a text style game in the mold of the old-school fighting fantasy.
I'm still working on it but I have a serious improvement in the way I'm gonna handle all the information, now using ConfigParser. A better solution than having a impossible number of different files containing all the info and going around each one of then to link then all it was madness.

I'm still testing a few things to make it more dynamic but I do have all the events load ready to use.
The tests I'm doing, will be used with the Items, basically it will determine if I will have a single file with all the items or if I should separate by type (general purpose, weapon, ranged weapon, ammo and armor)

It is still a looong way before any thing playable being release. As a matter of fact, I didn't even set a git-repo for it.
The major difference between Azaria and PAR is that now, I'm writing every code first, instead of the doing like in Azaria where I write a bit of everything each time, and each time I had to change something in the game logic/mechanic I had to rewrite all the texts.

The first adventure, though, is conceptually ready. It was the first thing done actually so to have a idea of the kinds of events I would need to build. It is a single house entry, a 5 minutes play, even less, but it goes to over 50 events!

Sunday, 21 October 2012

The White Walls of Azaria - improvements and update

Well, after a little hiatus I just resume working on Azaria.
The main goal, for now, is to shift completely the places/location based towards events based gaming. Let-me explain:

As of now, one would walk through the Mighty Roads of the White Jewel of the Great Mountains of Arake by just selecting it's next destination. That work fine when it is just walking around. But what happen when you have an hostile encounter that results in fight, or a neutral one where the result depends heavily in your Charm or even when you need a key to open a door so you can proceed. Well, as of now, this can't happen.
So, by changing to events based, if the event demand, it guide you where you want to go, and test your attributes, let you buy stuff and even fall to your death by crossing a bridge.
This also will fix another problem: quitting!

Whenever you want, the zero (0) choice (a hidden one by the way) will end the game. This can happen at any time and everything will be lost. You will have to start over.
But that's does't happen if you choose to just leave the city by the same way in came in. By handling the events instead of places, you will be able to leave Azaria if you will, and, of course, it will also end the game if you die, unless you want to walk around mindlessly as a dead being!