Todo the Tea-Mouse
Jul. 22nd, 2013 09:29 pmIn the interest of keeping this going, here's a screenshot of a test room I've been building - click to expand it!

I had a fever dream about this a couple of days ago and had to write everything down before I forgot it all - the monk-mouse's name is now Todo the Tea-Mouse, and the adventure is based around completing his list of things he has to get done today. He comes from a village of mice who are experts on the growing and preparation of exotic tea, but he dreams bigger and has moved out of the village to take advantage of the lower property prices - though his family is doubtful of his chances, he has the aim of one day opening a 100% organic vegetarian cafe.
I've noted down a fair amount of subsystem stuff like how I'm going to handle storing room layouts and saving the game state - the platforming is a modified Crystal Towers 2 engine ("modified" in the sense of cutting out the utterly rancid parts) and the interaction and scripting is actually the engine from Hatogate. I've got a couple of objects and events set up now, but I keep on getting inspired to go off and do utterly pointless things like drawing the other character at the top left (who some people may recognize) instead of actually writing the vital stuff to support the continued expansion of the game.
I'll be writing a proper editor some time this week, though. It's odd making a to-do list for a game about a to-do list.

I had a fever dream about this a couple of days ago and had to write everything down before I forgot it all - the monk-mouse's name is now Todo the Tea-Mouse, and the adventure is based around completing his list of things he has to get done today. He comes from a village of mice who are experts on the growing and preparation of exotic tea, but he dreams bigger and has moved out of the village to take advantage of the lower property prices - though his family is doubtful of his chances, he has the aim of one day opening a 100% organic vegetarian cafe.
I've noted down a fair amount of subsystem stuff like how I'm going to handle storing room layouts and saving the game state - the platforming is a modified Crystal Towers 2 engine ("modified" in the sense of cutting out the utterly rancid parts) and the interaction and scripting is actually the engine from Hatogate. I've got a couple of objects and events set up now, but I keep on getting inspired to go off and do utterly pointless things like drawing the other character at the top left (who some people may recognize) instead of actually writing the vital stuff to support the continued expansion of the game.
I'll be writing a proper editor some time this week, though. It's odd making a to-do list for a game about a to-do list.
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Date: 2013-07-23 02:32 am (UTC)no subject
Date: 2013-07-23 08:04 am (UTC)no subject
Date: 2013-07-23 11:30 am (UTC)(Come on, HTML skills - it's only my job, after all)
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Date: 2013-07-23 09:16 pm (UTC)no subject
Date: 2013-07-23 11:39 am (UTC)Interface (what you see)
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Command interpreter
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Game engine
The command interpreter in the middle is the part from Hatogate - the thing that takes commands from the game (whether they be LOOK LIZARD or PICKUP TEAPOT) and runs through the script attached to them. So no matter what the game looks like on the surface, whether it's a Shadowgate point and click or a side-scrolling platform adventure, all that's important is that it ends up passing commands down the chain that the interpreter recognizes. The interpreter then runs through the script and tells the game engine how to react - so some of the commands available to the interpreter had to be replaced, but you'd be surprised at how many apply across both games (adding/subtracting from an inventory, setting and checking flags and so on...)