So I attempted to put down a story that would appeal to someone in this day and age. Given this game is a bit limited in it’s visual appeal, I thought I would pump up the interest in the game by making it along a more mature theme. The flow chart itself though is pretty tame. Let me know what you think. Feedback is always welcome.
I like the idea of making a loop between two or more story like the one you have done between Search The Cage and Wake Yourself. It was nice if you could finish one of the plot paths to see how the story ends?
Have you considered any Game Over for your story?
Jenn, how come I cannot Die, or Get stuck in your game. Makes it too easy for me. Great idea about the key on the top right. Made me go chasing on the read line out of curiosity.
Like the alternating plots too.
Wooow, looking at the flow charts here is quite an understatement for what you have done in the text game. Well done Jenn. So much engaging and detailed story telling.
I noticed the bug for the selection right when we were designing it in the original version, so I went ahead and fixed it with a compound if-then-else structure.
private void ManageState()
{
nextStates = curState.GetNextStates();
if((Input.GetKeyDown(KeyCode.Alpha1)) || (Input.GetKeyDown(KeyCode.Keypad1)))
{
curState = nextStates[0];
}
else if (((Input.GetKeyDown(KeyCode.Alpha2)) || (Input.GetKeyDown(KeyCode.Keypad2))) && (nextStates.Length > 1))
{
curState = nextStates[1];
}
else if (((Input.GetKeyDown(KeyCode.Alpha3)) || (Input.GetKeyDown(KeyCode.Keypad3))) && (nextStates.Length > 2))
{
curState = nextStates[2];
}
UpdateText();
}
This did 2 things for me, 1. I cut out the error of choosing a out of range index, and 2. I added function for number pad numbers to work as well as the home row numbers. Rick’s solution in section 32 I think it was about adding an integer to the KeyCode.Alpha1 I didn’t even know you could do. I will remember it though as it made a much quicker more code efficient solution to the problem.