Avantar wrote:I have tried your module.
It is a bit unclear what I should do:
When I look at the rock it says 'You have 1' but I don't. On the rest of the objects there are no descriptions.
If I hit the bush, my game just hangs for some reason.
I would rather use the alias name of 'rock' for all rocks rather than seeing rock1 and rock2.
I would also change the prefix for woods - instead of it saying a Woods6 - have it say 'You are in Woods6" or even a better name.
I do get a sharp stone on any rock that I use craft, but I am unsure on what to use it. I have used it on everything I could think of.
In my opinion more description and guidance is necessary to make this module playable. Let the audience see their environment by words.
Good luck with your game.
> look at grass
Nothing out of the ordinary.
> take grass
You must break it down before taking.
> hit grass
Being exposed to the elements will kill you eventually.
> look at rock
Nothing out of the ordinary.
> take rock
You pick it up.
> craft rock
You crafted a sharp stone.
> look at boulder
Nothing out of the ordinary.
> take boulder
You can't take it.
> mine boulder boulder
Being exposed to the elements will kill you eventually.
Silver wrote:Not sure that this would be something I'd enjoy. The whole point of IF (for me, at least) is to have a story that gets moved along based on your actions/decisions.
These minecraft simulators obviously won't provide that function if they're sandbox in nature. Minecraft works because it's like a giant Lego set. You get visual rewards to your work. I don't think that would carry well over into IF. I could be proven wrong of course but you'd need a lot of different descriptions describing the various stages of the development of the camp; rinse and repeat for every other kind of project you could undertake with the items you have crafted. What does it deliver that minecraft doesn't? It would be a tonne of work for the author for a game that someone may play once before drifting off to another piece of IF. I think to make it work there needs to be some kind of end goal. An actual point to doing all the crafting.
That aside, I think it's a brilliant idea for learning quest. But as a game I'm not so convinced.
Avantar wrote:I really like the idea, but I just can't get to play it - here is what happens:> look at grass
Nothing out of the ordinary.
> take grass
You must break it down before taking.
> hit grass
Being exposed to the elements will kill you eventually.
At this point the game hangs but the timers still kick in - but I can not do anything.
So I tried again:> look at rock
Nothing out of the ordinary.
> take rock
You pick it up.
> craft rock
You crafted a sharp stone.
> look at boulder
Nothing out of the ordinary.
> take boulder
You can't take it.
> mine boulder boulder
Being exposed to the elements will kill you eventually.
At that point the game hangs again and I can not do anything.
This can be a great title - let me know if you get the same as I do.
onimike wrote:
I want to say thank you to start with. I see your point on there needing story line which I have one planed out just mechanic phase right now to hash out major crafting. Once the main part of the crafting and other objects made is when I will implement in every thing else; Such as further descriptions, way bigger area to explore, npc's ( I have in mind a secret experimental facility.) But as of now the main goal is to just survive, I now doesn't sound like a whole lot of fun but im trying to bring in some feel you are playing a actual crafting game. I already have many sounds and a few pics each item will have a pic and a sound to go with them also including sounds for actions. I have worked with a rain effect and its needs some tweeking but that will be in there also. Much needs to be added I know, there is a ton of stuff I have in here and has taken months just to get them to simi work lol but once said and done there will be much dialog added as I add more and more each day.
onimike wrote:
Hello I have had this problem but only online, are you downloading the file and playing in the offline version of Quest? Try going here as I have a newer version published with 3 walkthroughs, download and play offline I have newest updated quest so 5.5 I think.
Link http://textadventures.co.uk/games/view/ ... val-island
Thanks for checking it out if it still doesn't work let me know I'll try to fix it, but like I said offline works fine for me but online doesn't at all.
Avantar wrote:"onimike"
Hello I have had this problem but only online, are you downloading the file and playing in the offline version of Quest? Try going here as I have a newer version published with 3 walkthroughs, download and play offline I have newest updated quest so 5.5 I think.
Link http://textadventures.co.uk/games/view/ ... val-island
Thanks for checking it out if it still doesn't work let me know I'll try to fix it, but like I said offline works fine for me but online doesn't at all.
I have used the offline version 5.5.1 and first off downloaded from the link supplied in this thread. I have now downloaded the.quest file from the link provided to the online version: http://textadventures.co.uk/games/view/ ... val-island
Again, I like the idea and can see myself spending hours on a game like this, but I still can't manage.
Firstly looking at a rock:
> look at rock
You have 1.
It still says I have one and I don't - not biggy.
Secondly, I really want to make a stone axe but:
> hit grass
> hit bush
> look at bush
Nothing out of the ordinary.
> take bush
You can't take it.
> hit bush
> hit grass
> use sharp stone on bush
You can't use it that way.
how do I get the sticks? From all the grass I tried to hit I got a response once and manage to take it and craft it to some fiber. Also tried a few bushes.
My game does not hang anymore. I can see there are a few descriptions added now as well.
From glancing at the .aslx file, I can see there is provision made for tent making, a knife, bow and weapon ammo, traps and a lot of functions.
I would suggest that you take one room where you can put your objects in to test and make sure they work - each function and verb on multiples of these objects. Start the player in this test room and test away.
For stuff like grass, bushes, etc - create object types for each of those - it will minimize the workload and the object (like grass) will always be the same without missing a setting or attribute. So if the verb 'hit' works for one piece of grass it will for all of them.
**Edit**
Forgot to mention: My health is already at -188 and I am still alive.
Silver wrote:"onimike"
I want to say thank you to start with. I see your point on there needing story line which I have one planed out just mechanic phase right now to hash out major crafting. Once the main part of the crafting and other objects made is when I will implement in every thing else; Such as further descriptions, way bigger area to explore, npc's ( I have in mind a secret experimental facility.) But as of now the main goal is to just survive, I now doesn't sound like a whole lot of fun but im trying to bring in some feel you are playing a actual crafting game. I already have many sounds and a few pics each item will have a pic and a sound to go with them also including sounds for actions. I have worked with a rain effect and its needs some tweeking but that will be in there also. Much needs to be added I know, there is a ton of stuff I have in here and has taken months just to get them to simi work lol but once said and done there will be much dialog added as I add more and more each day.
Sounds like a lot of fun. I have a completely different way of working in that I try and finish and polish one area before moving on to the next. But your method has got me thinking that if you do the mechanics first, it would be simple to save them in that state and use them on any given project which just need the decorations adding so I've learned something there.
If you need any particular sound samples you're struggling to find pm me.