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Re: [Adonthell-minigame] Wumpus game


From: James Nash
Subject: Re: [Adonthell-minigame] Wumpus game
Date: Sat, 22 Jan 2005 16:49:54 +0000

I think it depends on the reward that the mini-game offers.

In Zelda there were many little mini-games (herding pigs, digging for treasure with a time-limit etc..) and the prize was often a piece of heart (which increased your strength). Since the prize was not essential to completing the game all these mini-games were optional. They were just there to amuse players who like to explore a lot.

I imagined the wumpus game to be along those lines - just a fun little distraction from the main game - and so I guess the reward for playing it would just be something simple (perhaps a chest full of gold, or a potion that ups your hitpoints by 1... something that is worth having but not essential to the rest of the game).

        -James


On Jan 22, 2005, at 01:10, Andrew Michael Phillips wrote:


I have a question of implementation:

How do we implement an IF game within a graphical rpg? I suppose the
player might find the game (and associated reward) in an enchanted book - for example, a spellbook wanting the character to earn access to the book. In this case, playing the wumpus game might earn the character a token of wisdom. Playing again might gain a stronger token - for example, an Elvish battlemage with one rank in each element wants to learn simple spells. If
the same character returns to the book later with two ranks in each, he
gains full access to the book.

However, for most every mini-game, I think there should be an alternate
way of getting to the same reward or result: for example, in Cronotrigger,
when the party was in the future and had to cross the continent between
labs, they could jump on a jetbike and race, or they could take a chance at walking the distance and fighting monsters along the way. For a while,
it was best to walk, as the monsters could overpower the party.
Eventually, however, the balance of power was such that it was just easier to walk, since characters like Crono and Frog could kill things by looking at them crossily. I guess what I mean to say is that with such minigames, there might be two kinds of situations where it's advantageous to play the
game - when the obstacle to get around is too much for the player and
again when passing through the obstacle gains the player no appreciable
reward.

Andrew

On Fri, 21 Jan 2005, Kai Sterker wrote:

On Thu, 20 Jan 2005 11:26:20 +0000, James Nash <address@hidden> wrote:

I just had an AI lecture and a simple game was used in one of the
examples was the Wumpus game.

Since you mention it, here's a little wumpus-sim I once wrote for a
presentation about software agents. It's in Java and in German; sorry
;-). Anyway, once compiled you can run it with

  java gui.WumpusApplikation

'Simulation Starten' will reset everything and randomly create a new
world. 'Nächster Schritt >>' means 'next step' and will let the agent
make its next move. The third button will finally show or hide the
agent's knowledge about the world. If things go too slow, you should
turn that off.

The agent's 'brain' is contained in the wumpus_agent.txt file.


I recon it would be quite easy to build a map in Adonthell that
emulates this game. We could have the player character say things like
"It sure is breezy in here!" or "Phewy - what stinks??" with those
little speech bubbles when he/she sense those things in a room. (Maybe
also have some graphics as hints too, like green fog when it stinks!)

Yeah, I could imagine that this would be nice. Although I would think
that it shouldn't be available on the normal map, due to its
difference in look and layout. Maybe it should come up after eating
the wrong kind of mushroom, or something similar.

Kai


--
Andrew Phillips
God Bless Our Troops
cptlogic at endor dot hsutx dot edu
"Let the Prince win his spurs"
-C.S.Lewis: The Lion, the Witch, and The Wardrobe




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