Changed the contrib README's to use markdown rather than plain txt. Removed the battle for Evennia folder.
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'Contrib' folder
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----------------
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This folder contains 'contributions': extra snippets of code that are
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potentially very useful for the game coder but which are considered
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too game-specific to be a part of the main Evennia game server. These
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modules are not used unless you explicitly import them. See each file
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for more detailed instructions on how to install.
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Modules in this folder is distributed under the same licence as
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Evennia unless noted differently in the individual module.
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If you want to edit, tweak or expand on this code you should copy the
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things you want from here into your game folder and change them there.
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* Evennia MenuSystem (Griatch 2011) - A base set of classes and
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cmdsets for creating in-game multiple-choice menus in
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Evennia. The menu tree can be of any depth. Menu options can be
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numbered or given custom keys, and each option can execute
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code. Also contains a yes/no question generator function. This
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is intended to be used by commands and presents a y/n question
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to the user for accepting an action. Includes a simple new
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command 'menu' for testing and debugging.
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* Evennia Line editor (Griatch 2011) - A powerful line-by-line editor
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for editing text in-game. Mimics the command names of the famous
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VI text editor. Supports undo/redo, search/replace,
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regex-searches, buffer formatting, indenting etc. It comes with
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its own help system. (Makes minute use of the MenuSystem module
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to show a y/n question if quitting without having
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saved). Includes a basic command '@edit' for activating the
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editor.
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* Talking_NPC (Griatch 2011) - An example of a simple NPC object with
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which you can strike up a menu-driven converstaion. Uses the
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MenuSystem to allow conversation options. The npc object defines
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a command 'talk' for starting the (brief) conversation.
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* Evennia Menu Login (Griatch 2011) - A menu-driven login screen that
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replaces the default command-based one. Uses the MenuSystem
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contrib. Does not require players to give their email and
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doesn't auto-create a Character object at first login like the
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default system does.
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* CharGen (Griatch 2011) - A simple Character creator and selector for
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Evennia's ooc mode. Works well with the menu login contrib and
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is intended as a starting point for building a more full-featured
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character creation system.
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42
evennia/contrib/README.md
Normal file
42
evennia/contrib/README.md
Normal file
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# Contrib folder
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This folder contains 'contributions': extra snippets of code that are
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potentially very useful for the game coder but which are considered
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too game-specific to be a part of the main Evennia game server. These
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modules are not used unless you explicitly import them. See each file
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for more detailed instructions on how to install.
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Modules in this folder are distributed under the same licence as
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Evennia unless noted differently in the individual module.
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If you want to edit, tweak or expand on this code you should copy the
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things you want from here into your game folder and change them there.
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* Barter system (Griatch 2012) - A safe and effective barter-system
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for any game. Allows safe trading of any godds (including coin)
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* CharGen (Griatch 2011) - A simple Character creator and selector for
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Evennia's ooc mode. Works well with the menu login contrib and
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is intended as a starting point for building a more full-featured
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character creation system.
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* Dice (Griatch 2012) - A fully featured dice rolling system.
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* Email-login (Griatch 2012) - A variant of the standard login system
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that requires an email to login rather then just name+password.
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* Extended Room (Griatch 2012) - An expanded Room typeclass with
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multiple descriptions for time and season as well as details.
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* Line Editor (Griatch 2011) - A fully-featured in-game line-editor
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with undo/redo/search/replace/format and other modern features.
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* Menu login (Griatch 2011) - A login system using menus asking
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for name/password rather than giving them as one command
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* Menu System (Griatch 2011) - A general menu system with multiple-
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choice options and nodes able to trigger commands and code snippets.
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* ProcPool (Griatch 2012) - Process pool mechanisms to offload heavy
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operations to a separate computer process asynchronously.
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* Slow exit (Griatch 2014) - Custom Exit class that takes different
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time to pass depending on if you are walking/running etc.
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* Talking NPC (Griatch 2011) - A talking NPC object that offers a
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menu-driven conversation tree.
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* Tutorial examples (Griatch 2011, 2015) - A folder of basic
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example objects, commands and scripts.
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* Tutorial world (Griatch 2011, 2015) - A folder containing the
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rooms, objects and commands for building the Tutorial world.
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Battle for Evennia
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------------------
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Evennia contrib - Griatch 2012 (WORK IN PROGRESS)
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This is the beginnings of what will be a tutorial for building a
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simple yet still reasonably playable and not-quite-bog-standard
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starting game in Evennia. The tutorial text itself will eventually be
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found from the Dev blog and from the wiki.
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Ideas & Initial Brainstorm
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---------------------------
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This is to be a hack&slash game. Characters fight mobiles and each
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other for random loot and better weapons. The highscore is based on
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most accumulated gold. They can sell loot to NPC merchants for gold,
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and also buy stuff others sold there (spending gold). Characters get
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better in the skills they use (no levels). They automatically collect
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loot when they kill things, and they cannot drop it (but they can give
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it away and, most importantly sell it). Death sends the player back to
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a starting position, but gives all but their weakest gear to their
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nemesis (they keep all their gold though).
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Inventory of code we need:
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- Loot/Equipment lists of Weapons, Armour, Potions and Spells - maybe partly randomly generated.
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- Way to spawn in-game objects based on the loot lists
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- Character creation module (choose skills, attributes, assigns starting gear)
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- 3 Attributes, about 10 skills (some magic?)
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- Experience -> skill increase code
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- Skill success code - same between PCs as between NPC and PC
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- Combat code (twitch-based? Turn-based? Turn based seems easier to balance. Same for NPC vs PC and PC vs PC)
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- Mobile code (same for NPCs and enemies)
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- 'Give' mechanism (should require consent by receiver)
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- No quests, for simplicity. Use gold as a highscore.
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- Death respawn mechanism
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Elaboration based on Brainstorm
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-------------------------------
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* Loot/Equipment lists and spawn - These could be global-level
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dictionaries in a module. Each dictionary gives info such as name,
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description and typeclass. Attributes could be set or
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randomized. The loot-spawner (probably a handler tied to a dead
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mob, treasure chest etc) would use utils.variable_from_module to
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extract a random item-template.
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* Characters have 3 attributes: Wile, Strength and Agility. At
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creation, they distribute points between them. Wile is used for
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bartering with merchants, and using Magic. Strength determines
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hand-weapon damage and how heavy armour can be worn. Agility
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determines ability to dodge, initiative and using lighter weapons.
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Health is based on an average of all three attributes (i.e. all
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chars start with the same health).
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* Skills are as follows (may change):
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- Long blades (str) ability to hit with swords and also axes.
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- Blunt (str) usage of blunt weapons like clubs. Good on armoured foes.
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- Spears (agi) usage of spears and hillebards. Bonus on first attack, minus on initiative.
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- Daggers (agi) usage of daggers and short blades. Bonus on initiative, bad on armour
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- Unarmoured (agi) usage of your fists and feet. Very fast. Bad on armour.
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- Dodge (agi) avoiding blows by swift footwork
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- Feint (agi) faign attacks to keep the enemy guessing
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- Shield (str) absorbing hits with a shielf
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- Platemail (str) utilizing heavy armour
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- Chainmail (max(str, agi)) utilizing medium armour
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- Leather (agi) utilizing light armour
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- Barter (wil) barter with merchants for a good price
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- Magic (wil) use of single-use magical scrolls to achieve various effects
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- Potions (wil) making the best of potions with various effects
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- Heal (wil) fixing yourself (or a friend) up between combat. Also judge opponent's wounds.
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* Experience simply rises upon kills and is distributed between the
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skills used in the battle (so we need to log this). After N amount of
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XP in a skill, that skill automatically goes up one
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point. Increasing skills at least N points in 3+ different skills
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of a certain type (str, agi, wil) will increase the most trained
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Attribute by one point.
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* Skill success is a comparison between the value of a random.gauss
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centered around the attacker's skill value vs the result of a
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random.gauss centered on the defender's skill. Certain
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weapons/defense combinations might be especially effective against
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one another (or not). The difference is the base damage, then
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adjusted by weapon and armour. In the case of bartering, skill
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challenge is between barter skill of both sides; difference
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influences the discount/higher price offered for selling/buying.
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* Attacking another player or NPC will start a combat queue.
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Combat happens in turns. Each turn each player may enter two actions,
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picking among the following:
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- attack
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- parry (with weapon)
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- shield
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- feint
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- dodge
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- flee <direction>
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- block (anti-flee)
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- switch <weapon>
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Emoting is free in each round, but movement is forbidden unless one
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tries to flee (agi challenge, or cancelled by block action). All
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combattants involved in a fight submits their actions, then combat
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is resolved simultaneously by the code. Order of the two actions
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matter, so for example if both attack, neither is trying to parry,
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but may hit each other simultaneously. If both parry, shield or
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dodge, it means both are dancing about each other. If one feints
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and the other parries or dodges, they will have a disadvantage on
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the next defensive movement. A successful parry will give the
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parried attacker a disadvantage on their next attack. And so on.
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Another player may "join the queue" at any time by attacking one of
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the combatting PCs. They get to insert their actions together with
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the rest on the next round. A round should probably have a timeout
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to avoid a Character clogging the queue.
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* Mobiles will use "a global ticker system" where they
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subscribe. They act the same way as PCs in combat, except with a
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semi- random selection of actions they take (they will probably be
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more predictable than PCs). Adding aggressive and passive mobiles
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should be straightforward, as well as un-killable ones (merchants).
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* The inventory of a defeated enemy is automatically transferred to
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the winner's inventory. If there are many alternative pieces of
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equipment, they get to keep the weakest one, otherwise it's all
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transferred. There are no limits to carrying except the fear of
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losing gear. This should hopefully prevent hoarding of good items.
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One can give item(s) to another player - that player must then
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conceed to receiving it (use Y/N module in contrib.menusystem).
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There is no way of dropping items on the ground; one must either
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give them away or sell them for gold to a merchant.
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* Gold is used for buying items from merchants, but is also the
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highscore. Whereas sell prices are fixed, buy prices are not fixed
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but is based on a percentage of the gold carried, adjusted by the
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barter skill (this should defeat inflation quite effectively). Items
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sold to merchants are made available for other players to buy.
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* Death means loosing inventory (except weakest item, as mentioned),
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but no loss of gold. Otherwise death is cheap - one respawns at a
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random starting position (probably needing special-aliased rooms to
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use for this - maybe with one-way exits).
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Rough plan for order of implementation
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--------------------------------------
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1) Conflict resolution system - work out how basic challenges should work, what format ingoing Skills
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should have and how generic bonuses from attributes and equipment affect things. Make a generic
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API for it. Try to list all supported plus/minues equipment may offer.
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2) Using skills - create XP and automatic skill improvement code
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3) Define new Character typeclass that stores skills/attributes in a way that the conflict
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system understands. Chars should also have the ability to "wear" things, so some
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sort of slot system is needed. Gold needs to be stored in a separate variable.
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4) Create "sell/buy" command stump, for testing the Skill resolution code with fixed on-character values.
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5) Create Combat queue code for turn-taking combat. Reiterate so that it works with the generic form of
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Skills and conflict resolution.
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6) Create all included skills and their associated commands.
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7) Test commands manually with two PC characters in the Combat queue and in other challenge situations.
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8) Create loot-creation mechanism based on equipment lists, for spawning semi-random items and gear.
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9) Create Death-respawn mechanism, including loss of equipment and transfer of same to the winner.
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10) Create NPC/mobile object runner Script. Use a copy of Character typeclass for mobiles, except some
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automation hooks and AI states. Tie loot creation to the death of NPCs.
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11) Test PC vs NPC combat and other challenges.
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12) Create merchants as interactive, immortal NPCs with the "barter" skill.
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13) Create Character creation module, for assigning attributes/skills when first starting.
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Add appropriate commands to ooccmdset.
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14) Add "give" command to command set. Remove unused commands like "drop" (or make it admin-only). Possibly
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expand "look" command to allow to look across exits into the next room. Also add "highscore" command for
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viewing game statistics.
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15) <starting building of game world>
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===============================================================
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Evennia Tutorial World
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Griatch 2011
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===============================================================
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This is a stand-alone tutorial area for an unmodified Evennia install.
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Think of it as a sort of single-player adventure rather than a
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full-fledged multi-player game world. The various rooms and objects
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herein are designed to show off features of the engine, not to be a
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very challenging (nor long) gaming experience. As such it's of course
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only skimming the surface of what is possible.
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================================================================
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Install
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================================================================
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Log in as superuser (#1), then run
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@batchcommand contrib.tutorial_world.build
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Wait a little while for building to complete. This should build the
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world and connect it to Limbo.
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Log is as a non-superuser to play the game as intended. The
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tutorial area's systems mostly ignores the presence of a
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superuser (so use that to examine things "under the hood" later).
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================================================================
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Comments
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================================================================
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The tutorial world is intended for you playing around with the
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engine. It will help you learn how to accomplish some more advanced
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effects and might give some good ideas along the way.
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It's suggested you play it through (as a normal user, NOT as
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Superuser!) and explore it a bit, then come back here and start
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looking into the (heavily documented) build/source code to find out
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how things tick - that's the "tutorial" in Tutorial world after all.
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Please report bugs in the tutorial to the Evennia issue tracker.
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* Spoilers below - don't read on unless you already played the
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tutorial game. *
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===============================================================
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Tutorial World Room map
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===============================================================
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?
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+---+----+ +-------------------+ +--------+ +--------+
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| | | | |gate | |corner |
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| cliff +----+ bridge +----+ +---+ |
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| | | | | | | |
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+---+---\+ +---------------+---+ +---+----+ +---+----+
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| \ | | castle |
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| \ +--------+ +----+---+ +---+----+ +---+----+
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| \ |under- | |ledge | |along | |court- |
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| \|ground +--+ | |wall +---+yard |
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| \ | | | | | | |
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| +------\-+ +--------+ +--------+ +---+----+
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| \ |
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++---------+ \ +--------+ +--------+ +---+----+
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|intro | \ |cell | |trap | |temple |
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o--+ | \| +----+ | | |
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L | | \ | /| | | |
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I +----+-----+ +--------+ / ---+-+-+-+ +---+----+
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M | / | | | |
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B +----+-----+ +--------+/ +--+-+-+---------+----+
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O |outro | |tomb | |antechamber |
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o--+ +----------+ | | |
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||||||
+----------+ +--------+ +---------------------+
|
|
||||||
|
|
||||||
Hints/Notes:
|
|
||||||
|
|
||||||
o-- connections to/from Limbo
|
|
||||||
intro/outro areas are rooms that automatically sets/cleans the
|
|
||||||
Character of any settings assigned to it during the
|
|
||||||
tutorial game.
|
|
||||||
The Cliff is a good place to get an overview of the surroundings.
|
|
||||||
The Bridge may seem like a big room, but it is really only one
|
|
||||||
room with custom move commands to make it take longer
|
|
||||||
to cross. You can also fall off the bridge if you
|
|
||||||
are unlucky or take your time to take in the view too
|
|
||||||
long.
|
|
||||||
In the Castle areas an aggressive mob is patrolling. It implements
|
|
||||||
rudimentary AI but packs quite a punch unless you have
|
|
||||||
found yourself a weapon that can harm it. Combat is only
|
|
||||||
possible once you find a weapon.
|
|
||||||
The Catacombs feature a puzzle for finding the correct Grave
|
|
||||||
chamber.
|
|
||||||
The Cell is your reward if you fail in various ways. Finding a
|
|
||||||
way out of it is a small puzzle of its own.
|
|
||||||
The Tomb is a nice place to find a weapon that can hurt the
|
|
||||||
castle guardian. This is the goal of the tutorial.
|
|
||||||
Explore on, or take the exit to finish the tutorial.
|
|
||||||
? - look into the code if you cannot find this bonus area!
|
|
||||||
104
evennia/contrib/tutorial_world/README.md
Normal file
104
evennia/contrib/tutorial_world/README.md
Normal file
|
|
@ -0,0 +1,104 @@
|
||||||
|
|
||||||
|
# Evennia Tutorial World
|
||||||
|
|
||||||
|
Griatch 2011, 2015
|
||||||
|
|
||||||
|
This is a stand-alone tutorial area for an unmodified Evennia install.
|
||||||
|
Think of it as a sort of single-player adventure rather than a
|
||||||
|
full-fledged multi-player game world. The various rooms and objects
|
||||||
|
herein are designed to show off features of the engine, not to be a
|
||||||
|
very challenging (nor long) gaming experience. As such it's of course
|
||||||
|
only skimming the surface of what is possible.
|
||||||
|
|
||||||
|
|
||||||
|
## Install
|
||||||
|
|
||||||
|
Log in as superuser (#1), then run
|
||||||
|
|
||||||
|
@batchcommand tutorial_world.build
|
||||||
|
|
||||||
|
Wait a little while for building to complete and don't run the command
|
||||||
|
again. This should build the world and connect it to Limbo.
|
||||||
|
|
||||||
|
If you are a superuser (User `#1`), use the `@quell` command to play
|
||||||
|
the tutorial as intended.
|
||||||
|
|
||||||
|
|
||||||
|
## Comments
|
||||||
|
|
||||||
|
The tutorial world is intended for you playing around with the engine.
|
||||||
|
It will help you learn how to accomplish some more advanced effects
|
||||||
|
and might give some good ideas along the way.
|
||||||
|
|
||||||
|
It's suggested you play it through (as a normal user, NOT as
|
||||||
|
Superuser!) and explore it a bit, then come back here and start
|
||||||
|
looking into the (heavily documented) build/source code to find out
|
||||||
|
how things tick - that's the "tutorial" in Tutorial world after all.
|
||||||
|
|
||||||
|
Please report bugs in the tutorial to the Evennia issue tracker.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
**Spoilers below - don't read on unless you already played the
|
||||||
|
tutorial game**
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
## Tutorial World Room map
|
||||||
|
|
||||||
|
?
|
||||||
|
|
|
||||||
|
+---+----+ +-------------------+ +--------+ +--------+
|
||||||
|
| | | | |gate | |corner |
|
||||||
|
| cliff +----+ bridge +----+ +---+ |
|
||||||
|
| | | | | | | |
|
||||||
|
+---+---\+ +---------------+---+ +---+----+ +---+----+
|
||||||
|
| \ | | castle |
|
||||||
|
| \ +--------+ +----+---+ +---+----+ +---+----+
|
||||||
|
| \ |under- | |ledge | |along | |court- |
|
||||||
|
| \|ground +--+ | |wall +---+yard |
|
||||||
|
| \ | | | | | | |
|
||||||
|
| +------\-+ +--------+ +--------+ +---+----+
|
||||||
|
| \ |
|
||||||
|
++---------+ \ +--------+ +--------+ +---+----+
|
||||||
|
|intro | \ |cell | |trap | |temple |
|
||||||
|
o--+ | \| +----+ | | |
|
||||||
|
L | | \ | /| | | |
|
||||||
|
I +----+-----+ +--------+ / ---+-+-+-+ +---+----+
|
||||||
|
M | / | | | |
|
||||||
|
B +----+-----+ +--------+/ +--+-+-+---------+----+
|
||||||
|
O |outro | |tomb | |antechamber |
|
||||||
|
o--+ +----------+ | | |
|
||||||
|
| | | | | |
|
||||||
|
+----------+ +--------+ +---------------------+
|
||||||
|
|
||||||
|
|
||||||
|
## Hints/Notes:
|
||||||
|
|
||||||
|
* o-- connections to/from Limbo
|
||||||
|
* intro/outro areas are rooms that automatically sets/cleans the
|
||||||
|
Character of any settings assigned to it during the
|
||||||
|
tutorial game.
|
||||||
|
* The Cliff is a good place to get an overview of the surroundings.
|
||||||
|
* The Bridge may seem like a big room, but it is really only one room
|
||||||
|
with custom move commands to make it take longer to cross. You can
|
||||||
|
also fall off the bridge if youare unlucky or take your time to
|
||||||
|
take in the view too long.
|
||||||
|
* In the Castle areas an aggressive mob is patrolling. It implements
|
||||||
|
rudimentary AI but packs quite a punch unless you have
|
||||||
|
found yourself a weapon that can harm it. Combat is only
|
||||||
|
possible once you find a weapon.
|
||||||
|
* The Antechamber feature a puzzle for finding the correct Grave
|
||||||
|
chamber.
|
||||||
|
* The Cell is your reward if you fail in various ways. Finding a
|
||||||
|
way out of it is a small puzzle of its own.
|
||||||
|
* The Tomb is a nice place to find a weapon that can hurt the
|
||||||
|
castle guardian. This is the goal of the tutorial.
|
||||||
|
Explore on, or take the exit to finish the tutorial.
|
||||||
|
* ? - look into the code if you cannot find this bonus area!
|
||||||
Loading…
Add table
Add a link
Reference in a new issue