by Ben » Wed Jul 10, 2002 11:10 am
I'm moving the "stove" discussion to this thread, with the warning up top, so that people who want to actually, you know, enjoy the final product won't have their joyous experience squashed like a kitten by this discussion.
With regards to coding gas (and I too forget all the Hugo syntax), I was thinking that there'd be a global variable denoting whether the gas was being let forth into the apartment or not, and then a global variable for "ventilationLevel" which would be lowered or raised by opening/closing windows, doors, and other objects which I won't mention in this thread.
Once the gas is turned on, a timer starts, and after the timer gets through about five clicks, the player starts getting the appropriate description of how "gassy" it is in the house, based on the ventilation level.
Also, any time the ventilation level changes, the timer starts again. Once the timer is up, it then updates the description of the "gassiness" for the player.
The timer might only have to be a small number, like "3". I just don't want the player to get instant gratification. Actually, I'd prefer that the player got no gratification, but the sponsors have expressed some concerns about that.
Also, about the stove... In an absolutely perfect world, it's got a dial on it that goes "OFF, LOW, MED, HIGH, LITE" (or maybe just OFF, LOW, HIGH, LITE, or maybe just OFF, ON, LITE.) If the player turns it to LITE and actually makes the stove start getting hot, then there's none of this gassy stuff going on. Attempts to cook things, of course, will no doubt be met by appropriately condescending and hateful messages. But in order to really get the gas going, the player has to just turn it to "HIGH", without lighting it. (*)
If you had other thoughts, please let them be known.
Thank you.
(*) And in fact, maybe the order of the dial should be: "OFF, LITE, ON", so that if the player just goes, "turn dial to right", he'll never get happy... the player actually has to "turn dial to ON" (or to "HIGH") or his dastardly combustible plan will never come to fruition.
I'm moving the "stove" discussion to this thread, with the warning up top, so that people who want to actually, you know, [i]enjoy[/i] the final product won't have their joyous experience squashed like a kitten by this discussion.
With regards to coding gas (and I too forget all the Hugo syntax), I was thinking that there'd be a global variable denoting whether the gas was being let forth into the apartment or not, and then a global variable for "ventilationLevel" which would be lowered or raised by opening/closing windows, doors, and other objects which I won't mention in this thread.
Once the gas is turned on, a timer starts, and after the timer gets through about five clicks, the player starts getting the appropriate description of how "gassy" it is in the house, based on the ventilation level.
Also, any time the ventilation level changes, the timer starts again. Once the timer is up, it then updates the description of the "gassiness" for the player.
The timer might only have to be a small number, like "3". I just don't want the player to get instant gratification. Actually, I'd prefer that the player got [i]no[/i] gratification, but the sponsors have expressed some concerns about that.
Also, about the stove... In an absolutely perfect world, it's got a dial on it that goes "OFF, LOW, MED, HIGH, LITE" (or maybe just OFF, LOW, HIGH, LITE, or maybe just OFF, ON, LITE.) If the player turns it to LITE and actually makes the stove start getting hot, then there's none of this gassy stuff going on. Attempts to cook things, of course, will no doubt be met by appropriately condescending and hateful messages. But in order to really get the gas going, the player has to just turn it to "HIGH", without lighting it. (*)
If you had other thoughts, please let them be known.
Thank you.
(*) And in fact, maybe the order of the dial should be: "OFF, LITE, ON", so that if the player just goes, "turn dial to right", he'll never get happy... the player actually has to "turn dial to ON" (or to "HIGH") or his dastardly combustible plan will never come to fruition.