wip "Cyber Renaissance"
  • PilgrimPilgrim November 2012
    I'm interested to hear the thoughts of fellow Choice of Gamers on this project.

    **

    Name: Cyber Renaissance
    Genre: Science Fiction Roleplaying

    Story:

    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.

    Here's a demo of the progress so far:

    https://dl.dropbox.com/u/122902630/web/mygame/index.html
  • MaraJadeMaraJade November 2012
    Cyberpunk!!! I gona cry !!! My favourite scify subgenre!!! I love you @Pilgrim :*
  • MaraJadeMaraJade November 2012
    Amazing writing work its like the neuromancer or deus ex, i got an error when try to charm mister lesmort in presentation

    Error: line 398: It is illegal to fall out of a *choice statement; you must *goto or *finish before the end of the indented block.
  • ItalionStailon November 2012
    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.
  • PilgrimPilgrim November 2012
    Sorry, I havent gotten further than the conversation with the CEO, so there is no working reaction to the four possible responses.
  • MaraJadeMaraJade November 2012
    Well in the charming one after the error appear the response
  • ArchAngel950ArchAngel950 November 2012
    Found an error:
    line 392: It is illegal to fall out of a *choice statement; you must *goto or *finish before the end of the indented block.

    After you try to thank Mr. Lesmort.
  • WiReDcHiMpAnZeEWiReDcHiMpAnZeE November 2012
    I had same error as archangel
  • Ramidel November 2012
    At the point where you refuse Prometheus for the second time, it continues on to the next chapter anyway instead of ending the game.
  • PilgrimPilgrim November 2012
    Thanks for pointing that out Ramidel, I should include a "game over" screen.
  • TheFateReaperTheFateReaper November 2012
    Great game so far can't wait to see where it goes
  • TheFateReaperTheFateReaper November 2012
    You may want to change it from game development to Works in progress if you get the chance
  • BatinthehatBatinthehat November 2012
    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.
  • PilgrimPilgrim November 2012
    I have a question for the experienced cog-makers out there:

    I want to make it so that, when you have chosen your sex, the following happens. If you choose Male, you get:

    *set title "Mr."
    *set himher "him"
    *set hishers "his"
    *set 2nd "he"

    So that I can write scenes with both sexes in mind. For example:

    "I see the patient looks healthy. ${2nd}, seems to like what ${2nd} is doing. What should we do with ${himher}. Is that ${hishers} car?"

    **

    However, where should I add these variables? I have tried using

    *temp 2nd
    *set 2nd: "x"

    in the startup file.

    **

    I have also tried adding the base values, before choosing sex, in the "mygame" file

    ,title: "x"
    ,himher: "x"
    ,hishers: "x"
    ,2nd: "x"

    However, I do NOT want to include these variables in the stats screen. And "mygame" does not seem to have a list for variables.

    **

    So my question is how, if at all possible, can I include these variables in the game?

  • ItalionStailon November 2012
    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.

    Does this answer your question?
  • WiReDcHiMpAnZeEWiReDcHiMpAnZeE November 2012
    I always use titles and such like this:
    *create him_her
    *set him_her "him"
    For all of them,but most people dont like my way of doing it
  • HavenstoneHavenstone November 2012
    @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.
  • PilgrimPilgrim November 2012
    Currently "mygame" looks like this:

    http://postimage.org/image/v46q8edtp/

    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.

    I'm not sure what I'm doing wrong here.
  • HavenstoneHavenstone November 2012
    @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.
  • ReaperoaReaperoa November 2012
    @Pilgrim

    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.)
  • AlexCosarcaAlexCosarca November 2012
    There's a | after "2nd".

    EDIT: Nevermind if that's actually the text indicator (cursor, how you call it).
  • PilgrimPilgrim November 2012
    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"

    *******

    // Specify the list of scenes here, separated by commas, with no final comma

    nav = new SceneNavigator([
    "startup"
    ,"animal"
    ,"variables"
    ,"gosub"
    ,"ending"
    ,"death"

    ]);

    // Specify the default starting stats here

    stats = {
    leadership: 50
    ,strength: 50
    ,given_name: "J"
    ,surname: "Doe"
    ,nick: "Subject 5"
    ,sex: "n/a"
    ,eyes: "undetermined"
    ,hair: "unknown"
    ,race: "t.b.d."
    ,technophile: 50
    ,machiavellian: 50
    ,emulous: 50
    ,warmonger: 50
    ,cassanova: 50
    ,physique: 0
    ,social: 0
    ,programming: 0
    ,covert: 0
    ,science: 0
    ,marksmanship: 0
    ,cqc: 0
    ,title: "n/a"
    ,himher: "n/a"
    ,hisher: "n/a"
    ,2nd: "n/a"
    };

    // Specify the stats to use in debug mode

    debugStats = {
    leadership: 50
    ,strength: 50

    };

    // or just use defaults
    // debugStats = stats

    ******
  • AlexCosarcaAlexCosarca November 2012
    ,2nd: "n/a"

    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.
  • PilgrimPilgrim November 2012
    Edit:

    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!
  • PilgrimPilgrim November 2012
    Small update:

    - now with end-screen
    - can finish conversation with Lesmort

    https://dl.dropbox.com/u/122902630/web/mygame/index.html

    Thanks for the help with the script you guys!
  • Ramidel November 2012
    After the first time you refuse Prometheus...

    * "There's a decent chance you will never walk again, but at least whine coolers are 50% off at Mall-wart!"

    Was that meant to be "wine coolers" or not? (The typo is actually quite funny, just by the way.)

    * On the stats screen, "Cassanova" should be "Casanova."
  • MaraJadeMaraJade November 2012
    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->
  • FujinFujin November 2012
    Awesome demo :D
  • dreamwolf685dreamwolf685 November 2012
    Great demo!! But I was a girl and I was a called a he: "No, I wish to introduce our subject to the man responsible for his second chance at life."
  • PilgrimPilgrim November 2012
    @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.

    ***

    Also thanks for spotting those errors, dreamwolf685 and Ramidel!
  • MaraJadeMaraJade November 2012
    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.
  • HoraceTorysHoraceTorys November 2012
    Deckard (with a D) is the protagonist in the movie Blade Runner, a cyberpunk/techno-noir classic.
  • MaraJadeMaraJade November 2012
    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?
  • HoraceTorysHoraceTorys November 2012
    Haven't read the book... perhaps I'll have to.
  • MaraJadeMaraJade November 2012
    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.
  • PilgrimPilgrim November 2012
    Another petit update; this should give a good indication of the way I want to set up the initial stats.

    https://dl.dropbox.com/u/122902630/web/mygame/index.html

    But before I finish up the introduction part, I'd like to see if I can include the option to choose your own name and surname.

    Does anyone know how to give the option to input your own name?
  • MaraJadeMaraJade November 2012
    Great new update! I like the test sistem too
  • AlexCosarcaAlexCosarca November 2012
    http://choicescriptdev.wikia.com/wiki/Input_text
    This is what you need to check for the surname/name input functions.
  • Ramidel November 2012
    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.)
  • PilgrimPilgrim November 2012
    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,

    "... Lee-Enfield."

    Gun (Marksmanship)
    Friend (Social)
    Inventor (Science)
  • PilgrimPilgrim December 2012
    Thanks for the help with input_text, AlexCosarca!

    I have two questions I'd like to ask.

    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?

    Thanks in advance!
  • vampierkid222vampierkid222 December 2012
    @Vendetta i summon you to help. [-O<
  • SyndicateSyndicate December 2012
    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.
  • fantomfantom December 2012
    I've only played through part of the demo so far, but I just want to say that so far I'm really enjoying it, and your writing exceptional.
  • 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.
  • AlexCosarcaAlexCosarca December 2012
    1. Here, you can see how to alpha-test your game:
    http://choicescriptdev.wikia.com/wiki/Basic_Scripting_Techniques#Local_Alpha_Testing_System
    And just after that comes the "soft save" tutorial.

    2. There is the *show_password function which is explained here:
    http://choicescriptdev.wikia.com/wiki/Show_password/
    And that is often used for saving games using passwords.
  • VendettaVendetta December 2012
    @Vampierkid222 Speak of the devil . . . >:-)

    @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.
  • Cagye_bee December 2012
    The option to be blind dose not really seem to fit because there are disciptions of things you see before and after that point.
  • WiReDcHiMpAnZeEWiReDcHiMpAnZeE December 2012
    It saysthey fixed your eyesight with technology
  • 13ventrm13ventrm December 2012
    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.

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