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Re: [Adonthell-minigame] Wumpus game

From: Andrew Michael Phillips
Subject: Re: [Adonthell-minigame] Wumpus game
Date: Fri, 21 Jan 2005 19:10:48 -0600 (CST)

I have a question of implementation:

How do we implement an IF game within a graphical rpg? I suppose the 
player might find the game (and associated reward) in an enchanted book - 
for example, a spellbook wanting the character to earn access to the book. 
In this case, playing the wumpus game might earn the character a token of 
wisdom. Playing again might gain a stronger token - for example, an Elvish 
battlemage with one rank in each element wants to learn simple spells. If 
the same character returns to the book later with two ranks in each, he 
gains full access to the book.

However, for most every mini-game, I think there should be an alternate 
way of getting to the same reward or result: for example, in Cronotrigger, 
when the party was in the future and had to cross the continent between 
labs, they could jump on a jetbike and race, or they could take a chance 
at walking the distance and fighting monsters along the way. For a while, 
it was best to walk, as the monsters could overpower the party. 
Eventually, however, the balance of power was such that it was just easier 
to walk, since characters like Crono and Frog could kill things by looking 
at them crossily. I guess what I mean to say is that with such minigames, 
there might be two kinds of situations where it's advantageous to play the 
game - when the obstacle to get around is too much for the player and 
again when passing through the obstacle gains the player no appreciable 


On Fri, 21 Jan 2005, Kai Sterker wrote:

> On Thu, 20 Jan 2005 11:26:20 +0000, James Nash <address@hidden> wrote:
> > I just had an AI lecture and a simple game was used in one of the
> > examples was the Wumpus game.
> Since you mention it, here's a little wumpus-sim I once wrote for a
> presentation about software agents. It's in Java and in German; sorry
> ;-). Anyway, once compiled you can run it with
>   java gui.WumpusApplikation
> 'Simulation Starten' will reset everything and randomly create a new
> world. 'Nächster Schritt >>' means 'next step' and will let the agent
> make its next move. The third button will finally show or hide the
> agent's knowledge about the world. If things go too slow, you should
> turn that off.
> The agent's 'brain' is contained in the wumpus_agent.txt file. 
> > I recon it would be quite easy to build a map in Adonthell that
> > emulates this game. We could have the player character say things like
> > "It sure is breezy in here!" or "Phewy - what stinks??" with those
> > little speech bubbles when he/she sense those things in a room. (Maybe
> > also have some graphics as hints too, like green fog when it stinks!)
> Yeah, I could imagine that this would be nice. Although I would think
> that it shouldn't be available on the normal map, due to its
> difference in look and layout. Maybe it should come up after eating
> the wrong kind of mushroom, or something similar.
> Kai

Andrew Phillips
God Bless Our Troops
cptlogic at endor dot hsutx dot edu
"Let the Prince win his spurs" 
-C.S.Lewis: The Lion, the Witch, and The Wardrobe

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