Hi Dark, That pretty much goes without saying. Yeah, I wouldn't want to be stuck with a generic set of stats or rules either. I've played enough RPG games and gamebooks to know that stats can be very different based on story and plot.
For example, I would not expect a game like Sryth to have stats for x-ray vision, freeze breath, and super human strength because it isn't apart of that fantasy game world. However, if I were playing a gamebook based on the DC Comic heroes and villains I'd expect Superman to have those very stats as part of his character bio. So generic stats clearly wouldn't do between those two genres. So, yeah, I agree that that would largely harm a gamebook creators creativity by having to stick to some generic stats that may or may not apply. As for handling unusual situations in a scripting language a developer would use a compound if statement to handle all of the possibilities he/she can think of. Its certainly a lot more work than just giving the person the rules and letting them figure it out on their own, but its not that difficult to cover a wide range of possibilities if you are use to nested conditional statements. Here is an example in C++. if (disguise == ROBE && reputation >= 5 && reputation < 8) { // Do something } if (disguise == ROBE && reputation >= 8) { // Do something } else { // Do something else } As you can se that should or would cover most situations with the robe. If you had another disguise I would create an identical set of if statements to handle that article of clothing. Its no biggy. Programming alot of the time is very straight forward and logical. It uses the same kind of thought process you would use playing that game with paper and pen only you are writing out the ssteps or the instructions for the computer to do it automatically for you every time those conditions are encountered. Cheers! On 8/16/11, dark <d...@xgam.org> wrote: > Hi Tom. > > well if you can script things, doing it does make sense provided it doesn't > create too much extra work. > > Interestingly enough, this question came up in connection with darkgrue, as > someone people wanted Aprone to add some sort of generic stats system the > way the ff project books use the fighting fantasy one. > > However my probleem with that is it takes away from authors creativity. > > for instance, in the book i'm planning, you have two stats called social and > reputation. Your reputation goes up when you do something people aprove of. > > social is used like combat rolls when trying to persuade people, ask leading > questions, or fool people with a disguise, and can therefore change radicaly > according to what your wearing, if you have a visible weapon about your > person etc. furthermore, sometimes your reputation will help you by adding > to your social stat, but sometimes it will be harmful and make social rolls > more difficult, sinse obviously trying to disguise yourself is more > difficult when you are well known. > > All this is pretty easy in a standard html gamebook sinse I can just give > the correct instructions for each situation, eg when trying to disguise > yourself "if your reputation is five or greater take 2 from the roll, if > more than 8 take three" but obviously I I had to work within a specifically > created rules set it would be more difficult to do this, or possibly > impossible. > > Obviuusly though if your scripting this doesn't apply, sinse your in charge > of the coding and not being forced to obey someone else's rules, though i do > stil wonder how easy handling unusual situations like this is. > > Beware the grue! > > Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.