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dotloverc's Introduction

.loverc

A Point and Click about machines, emotions, friendship, and love. Can you help deploy a boot script to help humans feel love again?

.loverc

Play it here!

This is still very much a work in progress. Report any issues, including confusing gameplay elements, unintuitive puzzles, etc, here.

Background

This game was built as part of a 48 hours Game Jam organised at Recurse Center in July 2016. The theme of the game jam was "Love In The Time Of...".

We explored the idea of "Love in the time of Elon Musk". Our game explores a futuristic world where, faced with the growing menace of artificial superintelligence, humanity decided to limit machines' ability to experience emotions as a safeguard. However, the symbiotic relationship between humans and machines, including the the gradual democratization of brain chip technology, resulted in humans themselves losing their own ability to experience emotions.

Building

You need Elm. Run elm make Scene.elm --output=dotloverc.js then open index.html in your browser. Or use Elm reactor!

dotloverc's People

Contributors

jjst avatar ghthor avatar

Stargazers

Jorge Barata avatar  avatar

Watchers

James Cloos avatar  avatar  avatar

Forkers

ghthor lamarqua

dotloverc's Issues

Keyfob is too hard to pick

We need to make the keyfob in Ada's flat more obvious/easy to pick, maybe making the image bigger, and increasing the size of the hitbox.

Endgame screen

Have a (temporary?) screen with a message indicating it's the endgame.

Currently the game ends quite abruptly and there's no way to tell there's nothing else to do.

Display item description when selecting it from inventory

When selecting an item from the inventory, display the original description that appears when you look at the item first. This way, if you take an item without looking at it first you still get to read its description.

Example: if you take the diary in Ada's apartment right now you never get to read its content.

Refactor and split into multiple modules

Right now pretty much all the code lives in Scene.elm, when really there should be a bunch of separate submodules following the Elm architecture.

I can definitely envision a separate Entity module, which are renderable on screen on their own. Then see for the rest.

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