The project file for making Cloak of Darkness is now available to download, load, study, and play test.
Look at the world map, the object menu, and the game rules. Look up each part of a rule in the documentation to understand what it is doing. Think in terms of a game engine. The engine processes all rules in visual order. If the Event type is a "Rule" that rule can only be called by other rules.
Look up each part of a rule in the documentation and read what it does. Ask questions.
Roger Firth’s original micro‑spec
- The Foyer of the Opera House is where the game begins. This empty room has doors to the south and west. There is nobody else around. - Notice the starting location in the initial game settings. Click Edit to see that it is the Foyer of the Opera House
- The Bar lies south of the Foyer, and is initially unlit. Trying to do anything other than return northwards results in a warning message about disturbing things in the dark. - Notice on the World Map that the Bar is to south of the Foyer. See how it is connected in the navigation editor. See that it is marked dark in the room description editor.
- On the wall of the Cloakroom, to the west of the Foyer, is fixed a small brass hook. Taking an inventory of possessions reveals that the player is wearing a black velvet cloak which, upon examination, is found to be light-absorbent. The player can drop the cloak on the floor of the Cloakroom or, better, put it on the hook. - Notice this room is to the East. Notice that there is a brass hook object in the object table that is located here and is stationary.
- Returning to the Bar without the cloak reveals that the room is now lit. A message is scratched in the sawdust on the floor. The message reads either "You have won" or "You have lost", depending on how much it was disturbed by the player while the room was dark. The act of reading the message ends the game. And that's all there is to it... - Notice that the cloak is in the object table and it is a wearable item. Look up the wearable item action class in the vocabulary and see what actions are available.
Notice that the rules deal with state transitions and events. Turn on debugging in the initial game settings to see the events get handled and displayed.
Notice how winning and losing are happening in rules 12 and 13 and how those rules get processed. Explore winning in a different way than earning a point and passing the winning game threshold. Try just setting the "Win" outcome instead to see that it can happen other ways.
