A text adventure in Inform 7 based on...yup.
andrewschultz / dirk Goto Github PK
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A text adventure in Inform 7 based on...yup.
This means that the hard-only column in the table of gamemoves should become hard-easy-bin. It can be a number, and that number should be 3 most of the time.
Hard-only = 1
Easy-only = 2
I have the image. Dirk about to chop down a computer while a flying keyboard attacks him from behind.
(bat king) Need to go left in hard mode, but easy mode ends at the sword.
(mud men) need to go up for the final, after the up-right
Alas, Inform will need to go with non-elastic tab stops, here, or it's ugly. But let's put the numbers first.
An index in a table should tell whether a move is "hard mode" or not.
Use the death video on youtube to track this.
US S DS S DS S = lizard king easy
US S S S S S = lizard king hard
tentacle room final = UR, other = R
Giddy goons 3: US vs S
electric chair 2nd move UR (easy) R (hard)
if hard-mode is true and there is a rightmove-hard entry:
compare current-move with hard entry;
else:
compare current-move with rightmove entry;
This can be tied to waiting in the falling room, but how?
I think there needs to be a wait-value column. It will be 0 most of the time. But a 1 indicates it is okay to wait. A 2 indicates it is passable.
So
Pit (ledge) 1
Pit (opt) 2
Pit (1st rope) 0
Long elevator (1st stop) 1
Long elevator (2nd stop) 1
Long elevator (3rd stop) 0
initOrd = 1;
initOrd += 13; if initOrd > 39, initOrd -= 38;
This fills the table.
Then for 1 to 13
if x < 13:
if random chance of 1 in 3: flip row 3x-2 and 3x
if random chance of 1 in 2: flip row 3x-2 and 3x-1
This is clearer than what I've got with far less shuffling. I could even put in the default values.
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