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A little sell-fishy note about quests. Part four of sketches in code.
2015-08-05 19:42:51 A.1.quest types
simple quest
locked door -> find key, open door

collection(s) quest
locked (and chained) chest -> find keys, unlock chest (+ find bolt cropper, cut chain)

combination quest
find a, find b, combine them, result c key -> unlock achievement, door, whatever solves quest

recipe quest
find 3 times a, harvest 4 times b, combine them with c (the pot) -> you will have tea to serve ->
unlocks hearts of NPCs - others will hate you, because they wanted coffee or cocoa or ...

A.2.quest other types
communicated quests, (do x with y and you'll get coins)

hint quests -> you have to make educated guesses based on information -> brain puzzle
(guy says 'you need purple pills' -> combine red and blue shall result in purple)

inherit hidden quests -> logical next step (buy z(pills) with coins and paint it purple) -> even more brain puzzle

HINT to story developers -> Dear wordsmith, most people feel and behave like zombies.

Back links:
The puzzle as an ordered list
Where you can play the Puzzle Adventure prototype and investigate rainbow horses
The game All Men Are Pigs, a pathfinding puzzle. HINT click 3 times and find the dark spot.
All brains to exit, combine


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Progamming Manifest N.one

Progamming Manifest N.one

My (not so) stupid, simple ideas about programming and maybe other stuff if you like to replace programming with something else.

Chris Bateman

Chris Bateman

Born 1 January 1972 (age 44) Bishop's Stortford, United Kingdom Website onlyagame.typepad.com Era Contemporary philosophy Region Western philosophy School Fictionalism Main interests Game Design, Ethics, Metaphysics, Philosophy of Language, Philosophy of Religion, Philosophy of Science Notable ideas avatar doll, demographic game design, funnelling, breadcrumbing, orthodox science fiction, moral chaos Influences Ludwig Wittgenstein, Immanuel Kant, Søren Kierkegaard, Mary Midgley, Kendall Walton, Michael Moorcock