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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