Inspired by games such as Deus Ex and Deus Ex: Human Revolution, you will find yourself in a cyberpunk universe not too far in the future. Corporate espionage, cyber warfare and advanced A.I.s will all be a part of the ride. Also, lot's of cool ass technology 'n stuff.
If you choose to stay silent at the CEO, you get into a loop where you have to pick your race, afterwhich you meet the CEO and it just stays in this loop.
Amazing! It has so much potencial and the demo was quite enjoyable with a formidable amount of intellectual writing and concepts as well as a good amount of customization. In short, definitely something I'll be waiting on.
I agree with Batinthehat, the Demo was quite enjoyable and very well written. It left me wondering what nefarious purpose the corporation intends to use my character for, since we are obviously being outfitted for either combat or espionage.
Since these seem like you are going to use these stats the entire game, you would put it in mygame. You do not have to put those stats in the stats screen if you don't want too.
@Pilgrim, looks like you're doing things right with the mygame.js file, assuming you've got those stats in the section that starts:
// Specify the default starting stats here
stats = {
None of them will show up in the stats screen unless you put them in your choicescript_stats file. Every variable you create is a "stat" in mygame, but the stat screen only ever shows a fraction of the stats in the game -- the ones you specifically want to display in choicescript_stats.
@wiredchimp, the *create command is out-of-date code -- it doesn't run as smoothly as having all the permanent variables in the mygame file. It's fine for a game that won't go anywhere but these forums... but if you wanted to actually have a hosted game published on the site, better to switch the variables you've created into mygame.js.
When I add the 4 new variables (title; 2nd; himher; hisher) into "mygame", I get a script error when I start up the game. When I take them out the game runs smoothly.
@Pilgrim -- not sure if this is it, but it looks from your image like there's a gap in between the "cqc" and "title" stats. (Maybe you hit Return twice before adding the new stats -- or maybe you pasted them in with an extra line above them?) Anyway, first thing I'd check is whether you can get them all continuous, and see whether that helps.
Would you like to copy/paste it into the forums? That would make it easier to debug as we can see the code exactly as you've written it. (If you can, include <pre> on the line before and </pre> on the line after what you've copied into the forum.)
I've tried many different things, but the consistent error seems to be that the addition of the four new variables (2nd, himher, hisher, title) causes a script error in mygame.
1. Is there some other place, aside from "mygame", where I need to include these new variables?
2. Whenever I take out these four new variables, "mygame" works fine, so what is it about these variables that causes a script error?
3. Is it possible that one of the variables, for example "title" or "2nd" is formulated in an unacceptable way (fore example, the use of a number as in 2nd is not allowed in mygame)?
here's the copy/paste of a non-working "mygame"
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// Specify the list of scenes here, separated by commas, with no final comma
nav = new SceneNavigator([ "startup" ,"animal" ,"variables" ,"gosub" ,"ending" ,"death"
This variable is the problem; an variable identifier(name) can NOT start with a number. It can start with either an underscore or a letter, and can contain letters, underscores or numbers. You should use Notepad++ as it has Syntax Highlighting; I copy/pasted this into Notepad++ and it highlighted the variable name with red, showing it's either a reserved word or something else that actually means something in JavaScript.
It seems the fault was with the formulation of the variable "2nd". Apparently, something about the formulation, I'm guessing the number '2', caused a script error. Changing "2nd" to "heshe" solved the problem!
The demo its amazing, its like be the Deus ex protagonist and a little touch of the acid sarcasm humor with so fit ciberpunk subgenre, is there. The atribute name Casanova puzzle me , like we will use like entretaining robot? Or its only another way to call charisma status?. I only have a concern, the typical genre hero its not a hero at all, Deckart , jensen are a little excepctions and they dont act like all for the great good think, the pc has to be the action hero or can be a bad girl? And i hope see more landscape descripcions if i choose see in the helicopter B-) I want to read a good cyberpunk futurist landscape description 8->
@MaraJade I imagine the Casanova trait as an all-encompassing term for things like extravertedness, charisma, flirtatiousness, sexual conquests and so on, while the Ascetic trait is to describe someone who prefers solitude, rejects social attachments, seeks strength in independence or stands *above* petty romance.
Not sure who you mean by 'Deckart', but are you saying that you expect a do-good hero in a Cyberpunk setting, or that you expect more of an amoral anti-hero, or something else? I'll see what I can do about include some landscape descriptions, not sure if I'll be able to pull it off but I'll give it a try.
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Also thanks for spotting those errors, dreamwolf685 and Ramidel!
Deckart is the name has in spanish at least , the blade runner main character in both book and movie. If you dont read it or see the movie you should do it. All the beautiful grafic style of deus ex its directly sujested by the film, they admited it in the art book i think if i remember correctly.
Sorry i always write it bad, X_X Im horrible with names, i read anne rice saga a lot of times and still dont know if is leslat or lestat. And there is a god but old video game which one doesnt tell the same story but is set in the same universe. Do you like more @HoraceTorys the book or the film?
Book ist a lot of diferent, its san francisco not LA, and dekard is married, sebastian is a special dumb not a munchausen syndrome genius, and its more clear than he is a replicant.
Okay, personally, the word-association game does not sound like how I'd want to set up my stats. At best, it's highly trial-and-error. (Fallout NV makes you go through the rigmarole, which is still annoying, but at least it doesn't hold you to your answers.)
Word-association will only be a part of the process. There will be different tests, plus it will be made clear off the bat which choice will lead to which bonus. So for example,
1. As the game becomes increasingly longer, it gets tedious to have to restart from the beginning every time when testing. Is there some way to quickly test the new content as opposed to having to run through the already working content every time? How do other developers do this?
2. I've seen some games out there that had a kind of save game function. Is it difficult to implement such a save game function? Does anyone perhaps have some tips for this issue?
O great vendetta, answer our summons in thy time of need, I offer thou a virgin goat of 1 and 3 years of age. O vendetta, except our offering and we will be eternally greatful. Praise! Praise! Ok I'm done now.
I would like to note that sometimes having to start over from the beginning can actually be helpful, since the more I replay a given section the more I start to notice the actual writing, instead of just playing it for the story and allowing my imagination to run wild. Liking the subtle touches of humour so far and I, of course, hope to see more of it as the game progresses.
@Syndicate A virgin goat ? What the hell am I supposed to do with that?!? (On second thoughts, no, don't answer that).
@Pilgrim Both of the methods @AlexCosarca points to there should be perfectly adequate for quite a while. It does however become more problematic after a while, especially for longer / more varied games, which is why we're developing a superior playtest system and are currently using my game to test it, which--just a wild guess--is why I've been summoned to stick my beak in here . . .
The basic "hard save" system currently in testing is working well, with regular 'Checkpoint' saves being particularly easy to implement in any game. More frequent 'Quick Saves' (the second method possible, if required) is a little more involved for the game developer, but not greatly so. It also allows for a character to be "cloned" at any point (e.g. a main route branch), so the second and subsequent clones can more easily test entirely different routes. Overall, players seem to like the ease-of-use of the system, together with the ability to delete characters / clones when no longer needed, etc.
At the moment we're working on improving security, for both playtesters and developers, and bouncing around various ideas for possible improvements of considerable use to developers . . . All of this will take a while to implement & test but once it's done it will be able to accommodate many more games in playtest--and should be a great benefit to developers in more ways than one--so it's looking very promising.
I quite like the concept, and the writing in and of itself is quite good, my main issue with the work is that there are too many lengthy walls of text before given a choice, and even when given a choice, it often seems meaningless. Is it really vital to the story what color my character's eyes are? Is what she has to drink irrevocably tied into the message? Perhaps this would be eleviated somewhat if we had tiny stat changes from these seemingly meaningless choices, although it seems that at the moment even the chocies one would think effected stats don't.
I do enjoy the Deus Ex vibe to it though. I hope I'm not tempting fate by naming my protagonist Anna Navarre though.