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**** **** **** DailyBurn Hackathon 2015 **** *** Team Winning - Luke A. Chris S. Kevin S. *** **** **** **** **** Theme: Valentines! Project: Text-Based Game ********************************************************************************************************** Goal - Create a text based game that requires users to spend candy hearts and gain items necessary to find a valentine. ********************************************************************************************************** Look - The game will look like a simple command prompt inside of a browser window. This will be a callback to old text adventure games such as Zork. https://www.youtube.com/watch?v=k1bLBy7gQPI https://www.youtube.com/watch?v=1q9Q2gwqw7U All interactions will take place inside of this window, and will consist of a single command. All possible commands are laid out in the Rules#1 section. ********************************************************************************************************** Rules - 1.) Commands 2.) Player 3.) Towns & None-Player Characters (NPCs) 4.) Travelling 4.) Trading 5.) Initial Setup ********************************************************************************************************** ------------------------------------------------ 1. COMMANDS ------------------------------------------------ The following commands are available to the user when the user is in an idle state (no response required) HELP Display a help display listing all available commands STAT Display the user's current inventory including candy hearts and items # Purely informational about the player and what they need TALK Ask who the user would like to talk with, displaying all NPCs names # More information can be found in rules 3. THIS LEADS TO TRADING AND WIN CONDITION TRAVEL Ask where the player would like to go, displaying the heart map would be ideal # More information can be found in rules 2. THIS LEADS TO MOVEMENT BETWEEN TOWNS ********************************************************************************************************** ------------------------------------------------ 2. PLAYER ------------------------------------------------ When a player first lands on the project landing page, they are presented with either a user creation which requires a username/email (Facebook token? authentication), or they are immediately brought into the game where their player was before (dependent on authentication implementation). IF a user is first created, they are asked the following questions: Name: ____ Age: ____ Eye Color: ____ Hair Color: ____ Password: _____ Confirm Password: ____ WHEN a user is first created, they are given the following in their inventory: Candy Hearts: 500.00 Perfumes: 0 Roses: 0 Chocolates: 0 Silks: 0 Jewels: 0 Players that have already been authenticated will be immediately brought to a town, and told who is there. This will be the same call as LOOK. A player has several commands they can execute, and the goal here is to interact with NPCs and trade goods, as well as move around the towns trying to find an NPC that matches the goods they have. Travelling between towns also poses danger and reward as each travel will cost the player a day, and can either hurt them if they are attacked by heart bandits, or help them if they stumble upon a giving person willing to give them hearts. This is where randomness comes in (and introduces a currency randomness to the game). ********************************************************************************************************** ------------------------------------------------ 3. TOWNS ------------------------------------------------ Here is what the initial town looks like when the user says TRAVEL @AAAA@ @CCCC@ @ A A @ @ C C @ @ AAAA @ @ CCCC @ @ * * @ @ * * @ @ * * BBBBB * * @ @ * * B B * * @ @ * * *BBBBB* * * @ @ FFFF DDDD @ @ F F +++++++++ D D @ @FFFF WORLD MAP DDDD@ @ * +++++++++ * @ @ * * @ @ * * @ @ * * @ @ * * @ @ * EEEEE * @ @ E E @ @EEEEE@ @ @ @ ALTERNATIVE ART CHOICE: AAAA CCCC A A C C AAAA CCCC * * * * * * BBBBB * * * * B B * * * * *BBBBB* * * FFFF DDDD F F +++++++++ D D FFFF WORLD MAP DDDD * +++++++++ * * * * * * * * * * EEEEE * E E EEEEE When a player uses the TRAVEL command, they will see this map, along with their current location and towns they can connect to. The following illustrates a TRAVEL command: Please enter a command, use HELP to see all commands >travel > @AAAA@ @CCCC@ @ A A @ @ C C @ @ AAAA @ @ CCCC @ @ * * @ @ * * @ @ * * BBBBB * * @ @ * * B B * * @ @ * * *BBBBB* * * @ @ FFFF DDDD @ @ F F +++++++++ D D @ @FFFF WORLD MAP DDDD@ @ * +++++++++ * @ @ * * @ @ * * @ @ * * @ @ * * @ @ * EEEEE * @ @ E E @ @EEEEE@ @ @ @ CURRENT TOWN: E DESTINATIONS: F, D Please choose your destination, or type cancel > G Sorry, G is an invalid response Please choose your destination, or type cancel > ... alternatively... > F Travelling to town F Attacked by Heart Bandits, lost 25 candy hearts! Arrived at town F Please enter a command, use HELP to see all commands > ... alternatively... > F Travelling to town F Found an extremely attractive traveller and made a great conversation! Gain 50 candy hearts! Arrived at town F Please enter a command, use HELP to see all commands > Here are a list of random events that can happen during travel: ``` Attacked by heart bandits, lose (randomize 10-30) hearts Found an attractive travelling companion, who gives you (randomize 25-50) hearts Found a bag full of (randomize 2-5) (randomize any good)s! Helped a broken heart out with (randomize 1-4) (randomize any good). You had a very pleasant walk. ``` Towns themselves are filled with NPCs who are all essentially trading machines, but are also the goal of the game. When a player calls the TALK command, this will display all current NPCs in a town. Please enter a command, use HELP to see all commands > talk You can talk to the following people Steve John Wendy Sandy Who would you like to talk to? > nobody Sorry, nobody is not in this town Please enter a command, use HELP to see all commands ... alternatively ... > Sandy ** call the back-end and determine if we can make Sandy our valentines *** Sandy is currently looking for the following in a valentines: Perfumes: 35 Roses: 5 Chocolates: 2 Silks: 25 Jewels: 10 <3 <3 <3 Would you like to make Sandy your valentines? (y/n) > y CONGRATULATIONS, YOU AND SANDY ARE NOW VALENTINES. YOU WIN! > n ... alternatively if they cannot be valentines, or if they say No ... Sandy is buying and selling goods at the following prices: Buy from Sandy: 0.25 hearts / 1 perfume 1.3 hearts / 1 roses 2.49 hearts / 1 chocolates 0.17 hearts / 1 silks 3.45 hearts / 1 jewels Sell to Sandy: 1 perfume / 0.2 hearts 1 rose / 1.1 hearts 1 chocolate / 2.21 hearts 1 silk / 0.16 hearts 1 jewel / 3.41 hearts Notice that the selling to a person is always lower than buying. We can just take the current buy rate and multiply it by 0.75 to represent the selling fee. We could randomize this selling fee as well. ********************************************************************************************************** ------------------------------------------------ 4. TRADING ------------------------------------------------ This transitions us right into trading, here is how the trading will work. From our last section, talking to a NPC will give us a list of their current trading ratio: Sandy is buying and selling goods at the following prices: Buy from Sandy: 0.25 hearts / 1 perfume 1.3 hearts / 1 roses 2.49 hearts / 1 chocolates 0.17 hearts / 1 silks 3.45 hearts / 1 jewels Sell to Sandy: 1 perfume / 0.2 hearts 1 rose / 1.1 hearts 1 chocolate / 2.21 hearts 1 silk / 0.16 hearts 1 jewel / 3.41 hearts Would you like to buy or sell from Sandy? (buy/sell/leave) >poop Sorry, poop is an invalid command Would you like to buy or sell from Sandy? (buy/sell/leave) >buy What would you like to buy from Sandy? ([p]erfume,[r]ose,[c]hocolate,[s]ilk,[j]ewel) >p How much perfume would you like to buy? (maximum - floor(total hearts / 0.25)) >3 You bought 3 perfume from Sandy for 0.75 candy hearts, you have 499.25 candy hearts left. Would you like to buy or sell from Sandy again? (y/n) >poop Sorry, poop is an invalid command Would you like to buy or sell from Sandy again? (y/n) >y * rinse repeat * ..alternatively... >n Please enter a command, use HELP to see all commands >stat oh yes... NOTE: you cannot buy fractions, but you can sell heart fractions. This means candy hearts are basically money, so its a currency :) Every NPC has a trading stat that is divided up at the start of the world creation. This means we will need a global ratio of trade power, so if we have lets say 6 towns * 5 npcs, we will want a somewhat even spread of 30 different trading ratios per item. So perfume will be 0.5 hearts at its cheapest, and 3.0 hearts at its most expensive, then a range of 0.5 - 3.0 throughout the rest of the world. This should be easy to tweak once we have that bit going, which leads into the next section. ********************************************************************************************************** ------------------------------------------------ 5. INITIAL SETUP ------------------------------------------------ So we have 6 different towns, and we want to have enough NPCs that there is a nice diverse spread of trading and variety. Each NPC will also need to have a valentines requirement, and when their valentines is met, we will want to remove them and create a new NPC in the town (maybe?) NPC Data: name - random name chosen from name list (male and female names), CANNOT REPEAT (important) sex - random male or female (determines name) age - integer between 25 and 50 eye color - brown, blue, green, gray, hazel hair color - white, blond, brown, red, black requirements - 5 values that will determine if a player can be their valentines trading data - 5 buy/sell values based on our global trading market calculation below buy back rate - should be low, something like 0.15 to 0.35 so players can't take too much advantage Requirements Division: Perfumes, Roses, Chocolate, Silks, Jewels Start with 100 total points and an unfilled array [perfumes,roses,chocolate,silks,jewels] (loop-start) if attributes unfilled > 1 Randomly pick 1 attribute Remove attribute from unfilled attributes pick between 15%-35% of our total points left Set the filled attribute to the number we just calculated Go to loop-start else set remaining attribute to our total points left Example: 100 total points Randomly picked chocolates from [perfumes,roses,chocolate,silks,jewels] Removed chocolates, now unfilled looks like [perfumes,roses,silks,jewels] chocolates = 35% of 100 = 35 65 total points left Randomly picked perfumes from [perfumes,roses,silks,jewels] Removed perfumes, now unfilled looks like [roses,silks,jewels] perfumes = 15% of 65 = 9.75.. floor(9.75) = 9 56 total points left Randomly picked roses from [roses,silks,jewels] Removed roses, now unfilled looks like [silks,jewels] roses = 28% of 56 = 15.68 .. floor(15.68) = 15 41 total points left Randomly picked jewels from [silks,jewels] Removed jewels, now unfilled looks like [jewels] jewels = 18% of 41 = 7.38 .. floor(7.38) = 7 34 total points left silks = 34 Requirements: Perfumes: 9 Roses: 15 Chocolates: 35 Silks: 34 Jewels: 7 World Trading Division Now to actually generate the total trading division in our world, we need to examine the idea that we want an equal spread of good and bad merchants without having an extremely complex system. We can accomplish this by dividing up 'good' versus 'bad' sales between all of the merchants that exist in our world. So, assuming we have 6 towns and 6 NPCs per town Perfect bad/good spread across all merchants low [*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*] high ^ this merchant is selling/buying for cheap low [*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*] high ^ this merchant is selling/buying for expensive This would not be difficult to do, we could just decide on a bad/good limit, and a baseline for what every item should cost. Then we would just divide this up and give each NPC a random set of numbers based on this. Interesting bad/good spread across all merchants bad [-*---*---*-------*--*---*---*-----*----*-----*-*-------*--*-----*---*-----*---*-----*-----*--*-----*-----*--*--] good We first calculate the perfect spread, then we slightly mutate every number by a given percentage. So if the perfect spread from 1.0 to 10.0 across 30 npcs is 1 unit per tick, we could mutate every price by a random +/- 15% to make the spread much more interesting. This would affect the overall difficulty, but I think it would be cooler in the long run. So what this looks like in pseudocode Perfect division : lowest_price = 1 (heart / unit) highest_price = 10 (hearts / unit) perfect_array = [] tick = (highest_price - lowest_price) / total_npcs.length for i in total_npcs perfect_array[i] = lowest_price + tick*i function randomlyAssignNpcs(perfect_array) Interesting division : lowest_price = 1 (heart / unit) highest_price = 10 (hearts / unit) perfect_array = [] tick = (highest_price - lowest_price) / total_npcs.length for i in total_npcs perfect_array[i] = lowest_price + tick*i perfect_array[i] = perfect_array[i] * (1.15 - 0.30*rand(0,100)) # warble warble warble function randomlyAssignNpcs(perfect_array) We could try to do something about not having a 'golden' npc, but this might be fun if players are trying to use up a golden npc and quickly take them off the board by making them a valentines. I'm not sure how we want to replace an npc, we could probably just give them the same stats but different requirements? ********************************************************************************************************** THINGS TO CUT / MINIMIZE The big thing here is going to be how to cut down the rules to make this a 6 hour challenge and feasible with our team members. Here's what I'm thinking we can discuss before we dive in: - Single player only, we generate the map and do all our API calls using rails, but the world is static while players are not - Login is non-existent, everything is per-browser window - Reduce the towns and travel concept, make it one town you trade in ********************************************************************************************************** GLOSSARY the answer is 42 ><> Starting player candy hearts : 500 Total attribute distribution for NPCs: 100 Trading worst / best price: 1 heart / unit , 10 hearts / unit Npc age range: 25 to 50 Names: Male: James, John, Robert, Michael, Mike, Will, David, Richard, Charles, Joe, Tom, Chris, Dan, Paul, Mark, Don, George, Ken, Steven, Jacob, Ethan, Andrew, Anthony, Tyler Female: Mary, Katie, Linda, Barbara, Lisa, Jennifer, Maria, Susan, Margaret, Dorothy, Nancy, Karen, Betty, Helen, Sandra, Donna, Carol, Emily, Emma, Madison, Abigail, Olivia Travelling events Attacked by heart bandits, lose (randomize 10-30) hearts Found an attractive travelling companion, who gives you (randomize 25-50) hearts Found a bag full of (randomize 2-5) (randomize any good)s! Helped a broken heart out with (randomize 1-4) (randomize any good). You had a very pleasant walk. ********************************************************************************************************** Good Reads 1. http://pdf.textfiles.com/academics/dopewars-gunday.pdf 'Dope Wars and PDAs: The Technophile Drug Dealers Have Finally Found Their Platform' 2. https://github.com/neight-allen/lonelycyberwolf/wiki/Dopewars-Classic-Game-Rules 'Dopewars Classic Game Rules' 3. http://www.bbsdocumentary.com/library/PROGRAMS/DOORS/DOPEWARS/ 'PROGRAMS: DOORS: DOPEWARS' ``origins of dopewars``
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