Author Topic: Help Brainstorming For Programming Text-based Axe RPG  (Read 3523 times)

0 Members and 1 Guest are viewing this topic.

Offline XVicarious

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 485
  • Rating: +45/-28
  • I F**king Love Twisty Puzzles
    • View Profile
    • XVicarious
Help Brainstorming For Programming Text-based Axe RPG
« on: May 28, 2011, 08:33:26 pm »
I have decided to make a text-based RPG called Blut ("blood" in German). It consists of three "chapters" but it is one game.
I forgot who suggested using a program/app for the main engine, and have individual APPVARs for each chapter. Onto what my whole topic is about...

First, I know how to go about writing the actual engine (I might need help with some parts of it), but I have no clue how to implement the loading from an APPVAR and using that information (I have some idea of it looking at the Axe documentation, but don't understand it fully).
Second, the title screen. If more than one chapter can fit at one time on a calculator (using pucrunch?), I have no clue how to detect which chapters are loaded onto the calculator.

Thanks! And if you need more information on something, please just ask. I'm starting the actual engine part of the game now. Tilemapper first (unless someone else has a better idea ;D).

Offline Masinini

  • LV2 Member (Next: 40)
  • **
  • Posts: 33
  • Rating: +0/-0
    • View Profile
Re: Help Brainstorming For Programming Text-based Axe RPG
« Reply #1 on: May 31, 2011, 04:49:17 pm »
I'm no expert, but I make the main engine in one program, and store map graphics, coordinates, and other area specific infon in another. Then, I have the main program run the map program.
Output(1,1,"By the pricking of my thumb"
Txt(1,1, "Something wicked this way comes."