Hello, after a wait; I’ve been sparsely doing work on “Nikria’s Menace” or anything regarding game design, to be honest. What I have been doing, in addition to some bits of worldbuilding here and there and putting in the storyboard – thought I’d finished that, but apparently not – is naming functions that’ll proc when Player puts in commands. There’s been a lot of that, actually: humandiscussion, for instance, is well past number 80 and it looks like there will be much more of that.
Now bear in mind I’m kind of shooting into the dark with this. It popped up in my mind after beta-testing Starbound so much; whenever you set up a server in there, you get to see the Command Core, and I’ve been paying heed to it, watching what commands and/or functions go that would say what’s where. I’ve seen it to some extent too when I played World of Warcraft, and watched it a little while that game was and while LOTRO is patching/updating. So I’ve seen things like what shields load, what environments are going to be present. All the same, it’s surreal and tentative doing this myself.
The functions also go along with another issue I’ve found that I need to deal with, also regarding Player interactions. I have found three kinds of these now, which I believe I need to define and classify within the game: 1)Passive Interaction (i.e. there’s an Event going on in this or that room where the player is, but all the Player gets for the moment is a bit of text); 2)Direct Interaction (i.e. Player is talking to NPCs, getting something, or fighting; and 3)Indirect Interaction (i.e. the Player has chosen one thing or the other with regard to how he/she wants to move on, but at this time the game only has a bit of writing to show). I think that when a complex Direct Interaction is going on, for instance when the Player is in the Ghlaanan market and he/she has a lot of possibilities, there might be a need for a kind of master function (like a main humandiscussion or something). I’m also wondering if the Passive and Indirect Interactions are happening, they should be defined as such, but still along the lines of a humandiscussion function. Something like passive_discussion or indirect_discussion maybe.
It reminds me of something I saw from a friend of mine on Facebook the other day: “Naming is easy; REnaming something much less so.” My husband has said to me that I’m creating a language for the game. I hope I’m doing it well.