2010-03-05 00:16:55
game no.1 out off the pipe

As I said the GDC 2010 in San Francisco is ahead. So here is
the first of two games, which are in development. It is the dungeon-room game.
This game is pretty early stage. So see this only as a sketch.


The basic
rules of the game:
You find yourself in a dungeon with a lot of rooms and
some other players.
Somewhere there is a treasure chest.
Try to find the
chest.
Each room has some doors, let us say 4 for example.
There should be
at least one open door.
But maybe all doors are closed.
Try to find the
open door. You have as many chances as you need, but only the first three tries
will give you points. (30, 20, 10) One less than doors in the room. In this
example there are 4 doors in the room, so you have 3 tries.

If any player
is leaving a room, open doors are closed and closed doors get opened, but only
one or none per room. Status messages shows you when a player is leaving a room.
So the basic setting of the doors has been changed.
If you see a player try
to interact and conquer the robot player. Click simultaneously on the robot
player and the player. You will see a emotional reaction.
Points will not be
shown. The game play is infinite right now.

\r
\r
onClick="showApplet();">\r
\r
\r
Added a start
javascript.\r
Please click on the funkfish image to start the
applet.\r

\r
Have fun!\r

\r
\r


For the future you will be able to make robots your
friend. The robot players will interact with each other. You should make them
happy. There will be good and bad behavior.
I've implemented only emotional
reactions. Each player can be happy, neutral, sad.
For the future players
will have relations with each other. Players might be your friend, enemy or just
a guy in the room. This is a more complex state, because the relations describe
a social network.
the next implementation of the inside combat will be
called ConversationCombat. You may hug other players, play "Who is afraid of
yellow red and blue?", ... It is not a pure Combat game because it also allows a
pre definite non linear conversation. The result of a combat or a conversation
or combat will depend on the emotion state and the relation of both
players.