Template:UDGame/Guide: Difference between revisions
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<center><div style="margin-top:12px;background: #778877; color: #bcb; border: 2px solid #556655; font-size: 175%;width:96%;padding:8px;text-align:left">''' | <center>''This guide assumes that you have knowledge of the templates for [[Template:UDGame|{{UDLink|UDGame}}]]''</center> | ||
'' | <center><div style="margin-top:12px;background: #778877; color: #bcb; border: 2px solid #556655; font-size: 175%;width:96%;padding:8px;text-align:left">'''The Start'''</div></center> | ||
<center><div style="margin-top:12px;background: #778877; color: #bcb; border: 2px solid #556655; font-size: 175%;width:96%;padding:8px;text-align:left">''' | ==={{C|#bcb| The Basics}}=== | ||
:The UDGame works by creating a bunch of pages in that are linked by movement on the map or actions your protagonist takes. The idea is that by creating a bunch of similar pages linked together, it can create the appearance of moving or doing things. It's a wiki, so you have to remember that this can't happen "automatically", things happen after the player clicks the links. They're just wiki pages, after all. You can create the illusion of other "NPCs" doing things by strategically placing them on the map and following you around, attacking or talking. | |||
:It's helpful to use logical locations that make sense to you, so if you wanted an action to enter a building, you could call it '''Building1Enter''' (the 1 is incase you create more than one building). | |||
==={{C|#bcb| The Story}}=== | |||
:It's a good thing to start out with a proper idea for your game, essentially your story you want to tell. I found it incredible useful to start out with a map, made in word, or paint or PS, whichever you prefer. If you plan on making many similar locations, such as large fields or woodlands, it might be good to mark out the location names. | |||
<center><div style="margin-top:12px;background: #778877; color: #bcb; border: 2px solid #556655; font-size: 175%;width:96%;padding:8px;text-align:left">'''Locations'''</div></center> | |||
{| style="background:none" align="right" | |||
|- | |||
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{| cellpadding="2" cellspacing="0" border="0" align="right" style="margin-left:1em; background-color:#1a291a;margin-top:2px" width="220px" | |||
|- | |||
|style="background:#7d7d7d;height:10px" align=center | <font color=" #DDDDDD" >Somewhere</font> | |||
|- | |||
!align="center" bgcolor="#393939"| | |||
{| align=left cellpadding=5 cellspacing=1 style="text-align: center; width: 100%;background:black" | |||
|style="padding-left:8px;padding-right:8px;width: 18px; height: 17px; {{Building}}"| the Ross Building | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Road}}"| a road | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Field50}}"| a field | |||
|- | |||
|style="padding-left:8px;padding-right:8px;width: 18px; height: 17px; {{Building}}"| the Ross Building | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Road}}"| '''a road''' | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Field66}}"| a field | |||
|- | |||
|style="padding-left:8px;padding-right:8px;width: 18px; height: 17px;{{park}}"| the Park | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Road}}"| a road | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Field67}}"| a field | |||
|} | |||
|} | |||
|- | |||
|<center>{{C|#bcb|...1 south to}}</center> | |||
{| cellpadding="2" cellspacing="0" border="0" align="right" style="margin-left:1em; background-color:#1a291a;margin-top:2px" width="220px" | |||
|- | |||
|style="background:#7d7d7d;height:10px" align=center | <font color=" #DDDDDD" >Somewhere</font> | |||
|- | |||
!align="center" bgcolor="#393939"| | |||
{| align=left cellpadding=5 cellspacing=1 style="text-align: center; width: 100%;background:black" | |||
|style="padding-left:8px;padding-right:8px;width: 18px; height: 17px; {{Building}}"| the Ross Building | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Road}}"| a road | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Field66}}"| a field | |||
|- | |||
|style="padding-left:8px;padding-right:8px;width: 18px; height: 17px; {{Park}}"| the Park | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Road}}"| '''a road''' | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Field67}}"| a field | |||
|- | |||
|style="padding-left:8px;padding-right:8px;width: 18px; height: 17px;{{cemetery}}"| a cemetery | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Road}}"| a road | |||
|style="padding-left:8px;padding-right:8px;width: 25px; height: 17px; {{Field67}}"| a field | |||
|} | |||
|} | |||
|} | |||
==={{C|#bcb| Movement}}=== | |||
:Pages should be designated by one subpage, so '''User:Example/Road1'''. Links on the map are best done in a way you can understand, so if you wanted the option for the protagonist to move south you could do '''User:Example/Road1''' -> '''User:EXample/Road2''' or '''User:Example/RoadS1.''' You need to remember to adjust the locations on the minimap as well, so all the locations in '''User:Example/Road1''' would move 1 spot down in '''User:Example/Road2'''. | |||
:It's a good idea, especially for repetitive locations, to have some sort of naming convention as it will make it much easier creating locations fast and efficiently. It's good to find a start point, or point of bearing. So, if you wanted to create a giant field, your location names might look like this: | |||
{| style="background:none;margin-left:35px;color:#bcb;text-align:center;width:500px;border:solid 2px #556655" | |||
|- | |||
| style="border:solid 2px #556655"|N1Field0 || style="border:solid 2px #556655"| N1Field1 || style="border:solid 2px #556655"|N1Field2|| style="border:solid 2px #556655"| N1Field3|| style="border:solid 2px #556655"|N1Field4|| style="border:solid 2px #556655"| N1Field5 | |||
|- | |||
|style="border:solid 2px #556655"|'''Building'''||style="border:solid 2px #556655"| Field1 ||style="border:solid 2px #556655"| Field2 ||style="border:solid 2px #556655"| Field3 ||style="border:solid 2px #556655"| Field4 || style="border:solid 2px #556655"|Field5 | |||
|- | |||
|style="border:solid 2px #556655"|S1Field0|| style="border:solid 2px #556655"|S1Field1 || style="border:solid 2px #556655"|S1Field2 || style="border:solid 2px #556655"|S1Field3 || style="border:solid 2px #556655"|S1Field4 ||style="border:solid 2px #556655"| S1Field5 | |||
|} | |||
:Where the first letter '''N1 = North one spot''' and '''S1 = South one spot'''. For horizontal movement, it's an ascending number but you may need to the same with E for east and W for West if there's field locations on both sides of the building. I find it best to go in order from left to right and to copy the former page and paste it on the next. So all I'd have to do for one block right is for example, change the S1Field0 to S1Field'''1''' for all the blocks. | |||
:For actions that don't move you, it's a lot easier. Simply copy paste the former location and create a new one with the changes. | |||
==={{C|#bcb| State Changes}}=== | |||
:This is when you pick up something, or do something that you don't want to be repeated endless. For example, picking up an item might mean you need to change the inventory slot to the appropriate item and then create duplicate pages that contain that item. So if Bob walked west on a road (RoadW1) to (RoadW2) and picked up and axe, you'd need to alter the locations to something like (RoadW1axe) / (RoadW2axe) and include the axe for those locations in the inventory spot. You need to do this for every location, or until you reach a choke point (read below). | |||
:Lets say your character kills a zombie. You would need to duplicate the blocks, so Building1Stairs and Building1Room would turn into Building1Stairszed and Building1Roomzed. This allows the player to do something with the dead zombie, such as dragging it over to the stairs and pushing it down. | |||
==={{C|#bcb| Choke Points}}=== | |||
:These are pretty much a necessity, unless you plan on creating the same game multiple times with different items, actions etc. Choke points are essentially areas the player travels to that ''must'' have certain items or done certain things. So, if the area that needs to be accessed requires an axe, lets say to break down a door, the character would have to have this axe to continue. In the area after the choke point, the player would always have this axe, so the creator (you) won't have to create two different sets of locations (one with the axe, one without). | |||
:For example, in my game, you can't leave the apartment without 1) clothes 2) a knife. I do this by simply barring the exit with planks and glass, requiring the player to find these two items to break free and continue. This way, I don't have to create 4 games (one with clothes, one with a knife, one with both and nude/knifeless). That would be real pain. | |||
<center><div style="margin-top:12px;background: #778877; color: #bcb; border: 2px solid #556655; font-size: 175%;width:96%;padding:8px;text-align:left">'''Miscellaneous'''</div></center> | |||
==={{C|#bcb| Random}}=== | |||
{|style="background:none;color:#bcb" align="right" | |||
|- | |||
| | |||
::<nowiki>::{{UDAction|Dodge out of the way|{{switch</nowiki><br> | |||
::<nowiki>|{{CURRENTHOUR}}</nowiki><br> | |||
::<nowiki>|case: 01=Station1Left</nowiki><br> | |||
::<nowiki>|case: 02=Station1Right</nowiki><br> | |||
::<nowiki>|case: 03=Station1Backward</nowiki><br> | |||
::<nowiki>|case: 04=Station1Forward</nowiki><br> | |||
::<nowiki>|case: 05=Station1Angled</nowiki><br> | |||
::<nowiki>|case: 06=Station1Left</nowiki><br> | |||
::<nowiki>|case: 07=Station1Right</nowiki><br> | |||
::<nowiki>|case: 08=Station1Backward</nowiki><br> | |||
::<nowiki>|case: 09=Station1Forward</nowiki><br> | |||
::<nowiki>|case: 10=Station1Angled</nowiki><br> | |||
::<nowiki>|case: 11=Station1Left</nowiki><br> | |||
::<nowiki>|case: 12=Station1Right</nowiki><br> | |||
::<nowiki>|case: 13=Station1Backward</nowiki><br> | |||
::<nowiki>|case: 14=Station1Forward</nowiki><br> | |||
::<nowiki>|case: 15=Station1Angled</nowiki><br> | |||
::<nowiki>|case: 16=Station1Left</nowiki><br> | |||
::<nowiki>|case: 17=Station1Right</nowiki><br> | |||
::<nowiki>|case: 18=Station1Backward</nowiki><br> | |||
::<nowiki>|case: 19=Station1Forward</nowiki><br> | |||
::<nowiki>|case: 20=Station1Angled</nowiki><br> | |||
::<nowiki>|case: 21=Station1Left</nowiki><br> | |||
::<nowiki>|case: 22=Station1Right</nowiki><br> | |||
::<nowiki>|case: 23=Station1Backward</nowiki><br> | |||
::<nowiki>|case: 0=Station1Forward</nowiki><br> | |||
::<nowiki>|default=Station1Left</nowiki> | |||
::<nowiki>}}}}</nowiki> | |||
|} | |||
:You can create "random" events for the same action by using the [[Template:Switch|{{UDLink|Switch}}]] template. This can be done by placing it on the link part of a template, such as [[Template:UDAction|{{UDLink|UDAction}}]]. For example: | |||
:I'm sticking the switch template in the link spot, so in this case the link changes depending on the hour, designated by the number. The same thing can be done with day of the week, or time (except time will take hours to do). This creates a little bit of variance for important, high-use actions. In this case, the action is ''Dodge out of the way'' and the possible outcomes, depending on the our can be to the left, right, forward, backward or at an angle. Remember, none of these can result in a dead-end or a situation where the character can get stuck because all actions lead to their death. Otherwise, they're stuck and might need to wait an hour. | |||
:There's no true way of getting randomness to my knowledge. If you're finding that the action won't change (switch), it's either because you screwed up the code there are caching issues with your browser. | |||
==={{C|#bcb| Death}}=== | |||
:''WIP'' | |||
==={{C|#bcb| Troubleshooting}}=== | |||
:'''I'm getting black text''' | |||
::''You've probably messed up the template by creating manually breaks, such as [[Template:UDAct|{{UDLink|UDAct}}]]. Use the <nowiki><br></nowiki> tags instead.'' | |||
:'''The template looks all broke''' | |||
::''You've likely forgot to close a tag <nowiki>}}</nowiki> on one of the templates.'' |
Revision as of 03:55, 5 March 2009
Guide
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