|
|
||
Following on from last Issue's look into the reflection of the MirrorWorld, Pip
Cordrey also spoke about the progression of adventure games in the years to come.
And his interest is not merely passing either, for he is currently working on a little
project which should open a few doors on the static groundwork of the adventure
game format. With different approaches to the problem being tested all the time
and whispers of everyone's new system being unveiled very soon, we should see
some extraordinary changes in the layout of our well-known beast. This could be
one of them, for although this article was intended primarily for the multi-user
sector, the points it raises are equally valid on every level of the home computer
market.
MOSAICA 3RD GENERATION ADVENTURE GAMECONCEPT BY PIP CORDREY
Introduction
The LandHere are a few specific examples of how things work.
Movement
LookingIn a MOSAIC system, there are a number of different ways in which the player is informed of his location. If there is a piece of very detailed explanation required, perhaps for a puzzle, it can be assigned to a co-ordinate (or a set of co-ordinates if, say, a room in a castle is large) and will be displayed when a player is actually at that location and types LOOK. If a player is standing somewhere, he must be on a surface which is always going to be defined as a feature, so the computer may generate a description for the surface (eg. a dusty plain, uneven grassy terrain, etc.). Also, any features at the location and immediately around it are also described by the computer. Additionally, however, the player can type LOOK N or LOOK AWAY TO THE NORTH (assuming the parser can handle this). Note that LOOK N is different from LOOK AWAY TO THE NORTH in its extent. The former would produce a generated description of features that are in the player's line of sight in that direction along a few metres. The latter would probably attempt to resolve everything that the player could possibly see in a given direction, taking into account how good his eyesight is and, of course, whether or not he is wearing contact lenses.
In addition to direct surface descriptions, the computer would be able to
generate slightly varied descriptions
based on the direction in which the
player was facing. For example, if the
player were standing on an area of
land mapped thus: In the above map, if the player were facing north, a (simple) description might read: >You are on a dirt track, with grasslands on either side. If the player were facing west, the description would change to: >You are on a dirt track, facing an expanse of grassland. Note that, of course, the grassland behind the player is not described because - well - it's behind him. Note that the equivalent of the brief flag in a traditional Multi-User game could simply be a variable indicating the maximum range of objects that should be described, or else (or as well as) a variable indicating the level of detail ie. the maximum size of an object before it is described.
ObjectsIn a MOSAIC system, objects are visible whenever they are in the player's line of sight and range of vision. Therefore, they can be obscured by other things, but do not need to be in the same grid square to be seen. For example, a dining hall may have a large table in it, on which items are placed. Clearly they are at different co-ordinates from the player, but he can still see them. Also, the player can walk around the table within the room. Objects will still need descriptions and, in fact, they need more than one, as the description of an object (or feature) will change according to its distance. This is the area of programming your game which requires the most amount of text to be generated. Mobiles and players follow the same rules as objects insofar as when and how you see them.
FightingMOSAIC fighting is rather more sophisticated (and true to life) in that players can move around during fights. There is no fleeing as such, because points are only scored for hits and kills. A player can flee by running off, but the other player may pursue him and, in any case, he will probably be wounded and therefore be moving more slowly. In unarmed combat blows can only be exchanged when the combatants are within 1m of each other - other weapons may have longer ranges. Note that players' statistics are much more complex in a MOSAIC game, including height, weight, build, fitness, agility, skill (with each individual type of weapon), body temperature, breathing rate, heart rate, blood pressure, endocrinic activity, etc. * An extra note about movement. In normal games, players can move around as fast as they can type movement commands. In a MOSAIC system, because distances are rigidly defined, players can only move at certain speeds, depending obviously on their physical characteristics. If they move too fast, therefore, they will run out of 'puff'.
Feature DefinitionAssociated with each of these spatial definitions there must, of course, be descriptions of various types, although these could be kept down to a minimum, allowing the rest of a description to be built up from descriptions of objects and other features around the place
Physical ForcesDoes anyone have any ideas on the future of adventure games? Where will they develop and how will they change to suit the games' climate? Send your comments and criticisms to the usual address. You never know, we may change the face of tomorrow's adventuring. |
|||
21st January 1999: cnfjun89.htm |