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OPM looks like a great way to implement a free-style crafting system for a roguelike. I mean instead of having standard recipes that you have to assemble you co
by YeGoblynQueenne 5mo ago
OPM looks like a great way to implement a free-style crafting system for a roguelike. I mean instead of having standard recipes that you have to assemble you could invent your own by putting together basic ingredients but then you need a way to know what comes out (and its effects I guess). I don't know if any existing games do that.
- ccozan 5mo agoI mean Minecraft is quite similar in concept. Start with wood and stone and end up with an atomic bomb. Also useful to watch Dr. Stone anime.
- YeGoblynQueenne 5mo agoThat's right. Hadn't thought of Minecraft, was thinking very narrowly about roguelikes. Text based and all.
- dhx 5mo agoAlso have a look at Inform 7[1] (domain specific language for interactive fiction), specifically the "Stone" example section[2] which explains edible food and the effects different foods may have on the adventurer. It's similar concept to OPM with some modelling basics already built on top for player movement throughout a world, player interaction with objects (looking at, lifting, moving), and many other primitives needed to write interactive fiction. And relevant to this thread, Inform 7 of course has modelling basics for a player eating food, drinking potions, etc. [1] https://en.wikipedia.org/wiki/Inform#Inform_7_programming_language https://en.wikipedia.org/wiki/Inform#Inform_7_programming_la... [2] https://ganelson.github.io/inform-website/book/RB_9_1.html https://ganelson.github.io/inform-website/book/RB_9_1.html
- YeGoblynQueenne 5mo agoThanks! I know Inform. Haven't used it but I know of it and I think I've even played a few games written with some version of it. Adventure games don't usually do what I had in mind but maybe it's possible to do just not something very relevant to the genre?