CODING ★ 16. BREAKDOWN OF WITCH HUNT ★

Writing Adventure Games on the Amstrad - 00 - ContentsWriting Adventure Games on the Amstrad - 16 - Breakdown of witch hunt
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This chapter consists of a detailed breakdown of each location, object and event in the example scenario Witch Hunt, explaining how they can be implemented using the AKS system. The breakdown consists of the following:

1) The location map of AKS, showing how each of the locations is connected.
2) Tables listing each of the flags used, the scores given, the location names, and the objects with their start locations.
3) Locations.
4) Objects.
5) Events.
Location no.
Location

0
1
2
3
4
5
6
7
8
9
10
11

found hat
rung church bell
hat dropped on priest's head
put toad in pond
being followed by cat
hat balanced on inn door
banned from inn
fed mouse
hat full of water
given miller water
blacksmith in stocks
started counting game moves

 

SCORES
Puzzle Score
Trying hat on woodcutter
Trying hat on priest
Trying hat on innkeeper
Trying hat on miller
Trying hat on blacksmith
Getting blacksmith in stocks
Getting rid of the cat
Freeing goatherd from spell
Finding gold
Loading a saved game

10
10
10
10
20
20
10
5
5
-1

Maximum score is 100 points.

If you save the game, you only get 99 points.

LOCATIONS
Location no.

Location

0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

global location/player
green middle
inn bar
inn kitchen
green north
grazing land
green south
pond
meadow
forge
church nave
church belfry
church crypt
churchyard
road
bridge
mill
stream
woods
woods
woods
woods
woods
woods
clearing
woodcutter's

OBJECTS

Object no. Object Initial location
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
player
hat
toad
ducks
cheese
bread
mouse
bell
goats
priest
sack of flour
woodcutter
cat
innkeeper
gold
miller
blacksmith
stocks

green middle (1)
woods (23)
meadow (8)
pond (7)
inn kitchen (3)
inn kitchen (3)
mill (16)
church belfrey (11)
grazing land (5)
church crypt (12)
nowhere (-1)
woodcutter's (25)
nowhere (-1)
inn kitchen (3)
nowhere (-1)
mill (16)
forge (9)
green north (4)

 

★ YEAR: 1985
★ AUTHORS: Mike Lewis & Simon Price

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.