Download 57 Practical Programs & Games in Basic (Radio Shack) by Ken Tracton PDF

By Ken Tracton

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Additional resources for 57 Practical Programs & Games in Basic (Radio Shack)

Sample text

Fifty players may exist in each n-Virae space at any given time. Users may join sessions that are public as well as generate private password-protected sessions. Users play the game over the Internet. CHAPTER 2 Making Plans OVERVIEWS CONTINUED PLATFORM INFORMATION PLAYERS Planning the delivery platforms for your game is a major decision. Don’t take it lightly. Regardless of how interchangeable your game is supposed to be among the major platforms, there will be operating system–specific problems if you plan to support your game for more than one operating system.

In Chapter 3, “Managing Your Story On-the-Fly,” I’ll walk you through some Lingo that actually implements these concepts in the creation of a narrative-management system. These fundamental concepts provide the basis for the narrative manager. Leaving the Decision in the Player’s Hands The important thing to note about the narrative-management model is that at no point do we take the decisions out of the hands of the player. We encourage conflicts of a given intensity at appropriate moments during gameplay, but we don’t ever limit the choices that the player may make.

The events happen over time. Each event is more tense than the previous one. The tension is usually left unresolved. The tension may be resolved, but if it is, it should either be the end of the story or replaced immediately by a new, even bigger problem. 13 A plot is a staircase of unresolved or partially resolved events creating escalating tension. t en Ev t en Ev en Ev e t as irc Challenge t en Ev ot A Reward t en Ev Challenge Pl a St Unresolved Tension Reward en Ev t If we think about this model logically, we could say that there is stasis (a time when everything is working in balance).

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