Add stack support for object.search

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Griatch 2020-07-31 23:24:13 +02:00
parent 7015b4992d
commit 42612c92a7
4 changed files with 57 additions and 13 deletions

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@ -91,7 +91,7 @@ bulletin boards.
#### How will the world be built?
There are two main ways to handle this:
- Traditionally, from in-game with build-commands: This pretty means builders creating content in their game
- Traditionally, from in-game with build-commands: This means builders creating content in their game
client. This has the advantage of not requiring Python skills nor server access. This can often be a quite
intuitive way to build since you are sort-of walking around in your creation as you build it. However, the
developer (you) must make sure to provide build-commands that are flexible enough for builders to be able to
@ -119,13 +119,13 @@ code (such as what you can do with the `py` command). You can
it's suggested that this is accomplished by adding more powerful build-commands for them to use.
For our tutorial-game, we will only allow privileged builders to modify the world. The exception is crafting,
where we will allow players to to use in-game commands to create specific, prescribed objects from recipes.
which we will limit to repairing broken items by combining them with other repair-related items.
### Systems
#### Do you base your game off an existing RPG system or make up your own?
We will make use of [Open Adventure](http://www.geekguild.com/openadventure/), an 'old school' RRG-system
We will make use of [Open Adventure](http://www.geekguild.com/openadventure/), a simple 'old school' RPG-system
that is available for free under the Creative Commons license. We'll only use a subset of the rules from
the blue "basic" book. For the sake of keeping down the length of this tutorial we will limit what features
we will include:
@ -140,12 +140,11 @@ we will include:
#### What are the game mechanics? How do you decide if an action succeeds or fails?
Open Adventure's conflict resolution is based on adding a trait (such as Strength) with a random number in
order beat a target. We will emulate this in code.
order to beat a target. We will emulate this in code.
There are no pre-set "skills", all resolution is based on using suitable traits in different combinations.
The computer can't do this decision on-the-fly like a GM could, so we need to encode what is needed
to achieve a certain effect - this will be a set of 'skills'. We will only make the minimum amount of skills
needed to accomplish the actions we want to support. This will mean custom Commands.
Having a "skill" means getting a bonus to that roll for a more narrow action.
Since the computer will need to know exactly what those skills are, we will add them more explicitly than
in the rules, but we will only add the minimum to show off the functionality we need.
#### Does the flow of time matter in your game - does night and day change? What about seasons?