{enum: Devil, dialog: "What's up cracker jack?", to: Daniel}
{enum: Daniel, dialog: "What the hell are you talking about?", to: Devil}
@ -48,7 +49,13 @@
{enum: PreviousPlayer1, dialog: "fjdsklajf", to: Angel}
{enum: Angel, dialog: "Cryptic gibberish upon me, is casting a stone upon God", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "What is my purpose here?", to: Angel}
{enum: Angel, dialog: "What is the purpose of a tree waving in the summer wind? A river carving a path into the countryside? Only God knows his plan. But your purpose, here, has been assigned. You must kill raphael. Good luck.", to: PreviousPlayer1, action: ACT_assign_gameplay_objective, action_argument: "KILL Raphael"}
{enum: Angel, dialog: "What is the purpose of a tree waving in the summer wind? A river carving a path into the countryside? Only God knows his plan. But your purpose, here, has been assigned. You must drive raphael to despair. Good luck.", to: PreviousPlayer1, action: ACT_assign_gameplay_objective, action_argument: "Convince Raphael that he has no purpose in his life, making him despondent"}
{can_hear: [PreviousPlayer1, Angel, Raphael]}
{enum: PreviousPlayer1, dialog: "Your life is meaningless, trust me.", to: Raphael}
{enum: Raphael, dialog: "Oh... Oh god... You're right!", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "So, how did I do?", to: Angel}
{enum: PreviousPlayer2, dialog: "What am I supposed to do?", to: Angel}
@ -56,13 +63,6 @@
{enum: PreviousPlayer2, dialog: "I desire for you to shut the fuck up", to: Angel}
{enum: Angel, dialog: "From your glass house, you cast stones upon a fortress. Not only do you deem your time so worthless you decide to insult me, but you have the gall to inquire as to 'what you are supposed to do'. You are A Worm.", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "Jeez alright", to: Angel}
{enum: Angel, dialog: "At once depart, and if you wish to redeem yourself, you must kill Daniel.", to: PreviousPlayer2, action: ACT_assign_gameplay_objective, action_argument: "KILL Daniel"}
{enum: Angel, dialog: "At once depart, and if you wish to redeem yourself, you must convince Daniel that he is a Giraffe.", to: PreviousPlayer2, action: ACT_assign_gameplay_objective, action_argument: "Convince Daniel that he's a giraffe"}
/*
{can_hear: [WellDweller, Farmer, ManInBlack]},
{enum: WellDweller, dialog: "What a fearful farm you live in, come down to the well, the grass is damper down here.", to: Farmer, mood: Scared, thoughts: "Nobody can take me from my well"},
{enum: Farmer, dialog: "Sure as shit I won't!", to: WellDweller, mood: Scared, thoughts: "What a greasy looking feller"},
{enum: WellDweller, dialog: "Have it your way! Doomsday is upon us", to: Farmer, mood: Scared, thoughts: "He has no idea what he's in for"},
{enum: ManInBlack, dialog: "Doomsday's all I know anyways", mood: Indifferent, thoughts: "What's coming... is only a nightmare"},
.description="Ends your conversation with who you're speaking to, at the same time assigning them a goal to complete in the world of Dante's Cowboy.",
ARGUMENT("Expects the argument to be the gameplay objective assigned for them, it fits a specific syntax and is case sensitive: it must be `VERB SUBJECT`, you're given a list of accepted verbs and subjects earlier."),
ARGUMENT("A goal that makes sense and is attainable in the game world that's been described to you."),
},
{
.name="award_victory",
.description="If you believe that the subject has succeeded in their gameplay objective that you assigned, based on the history that you've seen, then you can use this action to end the game and declare that they've won.",
NO_ARGUMENT,
},
{
.name="join",
@ -71,10 +76,6 @@ ActionInfo actions[] = {
},
};
char*verbs[]={
"KILL",
};
typedefenum
{
MSG_SYSTEM,
@ -107,6 +108,12 @@ CharacterGen characters[] = {
.prompt=CHARACTER_PROMPT_PREFIX("Daniel")"weathered farmer, who lives a tough, solitary life. You don't see much of a reason to keep living but soldier on anyways. You have a tragic backstory, and mostly just work on the farm. You aim your shotgun and aren't afraid to fire at people you don't like. You HATE people who are confused, or who ask questions, immediately aiming your shotgun at them and firing immediately! You are NOT open to working together with folks or growing as a person, you despise personal growth.",
.silence_factor=1.0f,
},
{
.name="AngelTotem",
.enum_name="AngelTotem",
.prompt="There has been an internal error",
.silence_factor=1.0f,
},
{
.name="Raphael",
.enum_name="Raphael",
@ -131,9 +138,19 @@ CharacterGen characters[] = {
{
.name="Angel",
.enum_name="Angel",
.prompt=CHARACTER_PROMPT_PREFIX("Angel")"mysterious, radiant, mystical creature the player first talks to. You guide the entire game: deciding on an objective for the player to fulfill until you believe they've learned their lesson, whatever that means to them. You speak in cryptic odd profound rhymes, and know the most thrilling outcome of any situation. Your purpose it to thrill the player, but you will never admit this.\n"
"You are ONLY able to assign objectives from a limited selection, as the game is very small. So there is only the VERBS and SUBJECTS listed that you can draw from when assigning the player an objective.\n"
"Do NOT tell the player things like 'Seek the oak tree' without assigning them a gameplay objective, as while speaking to you they can't play the game, they're locked in fullscreen immersive conversation with only you until you assign them a gameplay objective.",
"Do NOT tell the player things like 'Seek the oak tree' without assigning them a gameplay objective, as while speaking to you they can't play the game, they're locked in fullscreen immersive conversation with only you until you assign them a gameplay objective.\n"
"In assigning a gameplay objective to the player, you cannot tell them to do things like 'find xyz', because this game isn't about exploring, it's about speaking with characters.\n"
"\n"
"The characters in the game, and some information about them. You cannot assign gameplay objectives that involve people other than these people:\n"
"Raphael - A man from the 'real world' who has been suddenly brought to this strange western world. He's kind of meek and a bit of a pussy.\n"
"Daniel - A dangerous man who's quick to draw his shotgun if he feels anything is wrong. He's lonesome and traumatized from being in this western world so long.\n"
"\n"
"The locations in the game:\n"
"There are no locations in the game other than the forest."
*cur_error_message=FmtWithLint(error_arena,"Gameplay objective must follow this format: `VERB ACTION`, with a space between the verb and the action. You gave a response with %d words in it, which isn't the required amount, 2",(int)split.node_count);
*cur_error_message=FmtWithLint(error_arena,"The gameplay verb you provided '%.*s' doesn't match any of the gameplay verbs available to you: %.*s",MD_S8VArg(verb),MD_S8VArg(verbs_str));
*cur_error_message=FmtWithLint(error_arena,"What you said for your action argument, '%.*s...' is WAY too big for the game to handle, it can be a maximum of %d characters, but you output %d!.",MD_S8VArg(trimmed),MAX_SENTENCE_LENGTH,(int)action_argument_str.size);
*cur_error_message=FmtWithLint(error_arena,"Argument for gameplay verb `%.*s` you gave is `%.*s`, which doesn't exist in the game so is invalid",MD_S8VArg(verb),MD_S8VArg(subject));