Sunday, May 29, 2016

"sandbox" modes

After completing Michael Berlyn's Suspended, a player is given a special command that allows configuration of the main game- moving robots here and there, changing the timer, etc.  I heard about this feature many years before I actually beat Suspended.  At the time, it sounded like overkill for a game that I had bashed my head against (although in hindsight, it's really not the Herculean effort I thought it was).

I have to admit that, having beaten the game and finally being familiar with how things fit together, the extra challenge mode seemed like a cool idea.  Wow, a player could really make this game as hard or easy as they want to; I could see a fun optimization puzzle emerging.  I have to admit that I never actually played much with this extra mode, but it was cool to see and finally understand.

I've pondered nice ways to provide a similar experience for players, and the easiest answer I came up with was to give the player a magic word when the game is completed that turns on debugging mode.  They'd be able to look at the object tree, move objects or the player around, or even control how daemons run.  I thought this would be a fun way to share the innards of the game with the player; for some reason, having game source available doesn't provide the same thrill unless it's, say, in Hugo and I'm applying new Roodylib functionality to it or something for my own curiosity.

Today's code sample supplies this magic word debugging system.

! set the following flags (a Roodylib shell file is required)
#set HUGOFIX
#set UNLOCKABLE_DEBUG
! Define your magic word in your grammar
xverb "magicword"
* DoDebugMagicWord
! add the following before routine to your player character object
player_character you "you"
{
before
{
#ifset HUGOFIX
actor DoHugoFix
{
#if UNLOCKABLE_DEBUG
if not debug_on
{
! this fakes a "that wasn't understood" response for debugging
! commands if they haven't been unlocked with the magic word
print "You don't know the word \""; word[1] ; "\"."
return true
}
#endif
return false
}
#endif
}
}
#ifset HUGOFIX
#ifset UNLOCKABLE_DEBUG
global debug_on
#endif
! Roody's note: Only load debugging values for game state changes if the magic
! word has been turned on
replace hugofixlib "hugofixlib"
{
in init_instructions
type settings
did_print true
#ifclear NO_FANCY_STUFF
save_info
{
local b
#ifclear UNLOCKABLE_DEBUG
local debug_on = true
#endif
#ifset UNLOCKABLE_DEBUG
if debug_on
b = true
else
return
#endif
if not (debug_flags or debug_on) ! if absolutely no debug flags are
return ! turned on, just return right away
if debug_flags & D_FUSES
b = SaveWordSetting("fuses",b)
if debug_flags & D_OBJNUM
b = SaveWordSetting("objnum",b)
if debug_flags & D_PARSE
b = SaveWordSetting("parse",b)
if debug_flags & D_SCRIPTS
b = SaveWordSetting("scripts",b)
if debug_flags & D_FINDOBJECT
b = SaveWordSetting("findobject",b)
if debug_flags & D_PARSE_RANK
b = SaveWordSetting("parserank",b)
if debug_flags & D_PLAYBACK_HELPER
b = SaveWordSetting("playbackhelper",b)
if debug_flags & D_OPCODE_MONITOR
b = SaveWordSetting("opcodemonitor",b)
return true
}
#endif
execute
{
if word[LAST_TURN] ~= "undo","restore"
{
#ifclear NO_FANCY_STUFF
local a,b
a = CheckWordSetting(self.name)
while a
{
#ifset UNLOCKABLE_DEBUG
debug_on = true
#endif
select word[(a+1)]
case "fuses" : b = D_FUSES
case "objnum" : b = D_OBJNUM
case "parse" : b = D_PARSE
case "scripts" : b = D_SCRIPTS
case "findobject" : b = D_FINDOBJECT
case "parserank" : b = D_PARSE_RANK
case "playbackhelper" : b = D_PLAYBACK_HELPER
case "opcodemonitor" : b = D_OPCODE_MONITOR
case else : break
debug_flags = debug_flags | b
a++
}
#endif
OrganizeTree
#ifset UNLOCKABLE_DEBUG
if debug_on
#endif
HugoFixInit
}
}
}
#endif
! We replace GameTitle so the game banner doesn't show debugging mode unless
! the magic word has turned it on
replace GameTitle
{
color TITLECOLOR
Font(BOLD_ON | ITALIC_OFF)
print GAME_TITLE;
Font(BOLD_OFF | ITALIC_OFF)
color TEXTCOLOR
#ifset DEMO_VERSION
print "\B (demo version)\b";
#endif
#ifset HUGOFIX
#ifset UNLOCKABLE_DEBUG
if debug_on
#endif
print "\I (HugoFix Debugging Suite Enabled)\i";
#endif
}
! turns on debugging mode
routine DoDebugMagicWord
{
if not debug_on
{
"Debugging verbs turned on. Type \"$?\" for full list."
debug_on = true
}
else
{
"Debugging verbs turned off."
debug_on = false
}
}
view raw sandbox.h hosted with ❤ by GitHub


Now I just need to write a game that players would want to dig into!

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