i have been looking over the card system and i rather like it, working on some notes and ideas ill send once polished a little so you can see what you think for potential expansions/improvements to a few things. may be a bit though, busy +ocd when im making something for someone
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ah, that makes good sense for you reasons.
1: hmm yeah, that does make it rather tough, probably not possible to fix unless the encyclopedia was also linked in the same way entirely.
2: lol, yeah, code can be a pain to create, fair enough, and ill read that file in a sec
3: if you make each entry and its page itself hide then it would basically just skip the page and stuff. or you could have mixes of text and art and stuff so that even if it shows pages the actual amount of knowlege and stuff are hidden well behind blur and mystic moving stuff. you could even have it so that the "missing" pages kinda flit in and out of screen in the background with just lots of torn pages gaps in the spine of the book to say "well there is at the least a bit more to find" or something, or even just the flitting pages, to kind of give an idea of "you are not done yet" but it could be closer than they think or farther
p.s. read through the program, what about making the reverse time button trigger a re-locking of the hidden files? just have each chapter have a specific "key" in it that will call the re-lock function for all things in that chapter?
in order to fix the multiple entry problem there are a few options you could take:
1. instead of adding a given entry have a dialogue option merely switch a (readable/hidden) i/o trigger to possitive. basically all entries are in your book from the start, you just cant read them. with this a per save file and a as it is lived through option would both be easy to do.
2. when you have the go back option have a bit of code search for the entry triggers and remove said entries
3. make a given "add entry" command check for a file by that name first
4. have the encyclopedia check for and remove duplicates wheneveer it is opened up
5. have the game remove the entry summon command after it has been done once
6. have the reverse thing actually not reverse but instead create an identicle scenario that happened after what you already did but that wont trigger one time things again
okay, just thought id throw out my initial thoughts haha, and yeah, i was basically thinking ahead to when you might end up letting the player move multiple tiles in which case it would be a select where you move type thing most likely, but still makes sense, since you are building for PC though one thought is to use the qweadzxc system instead of the wasd system, plus then you could even use s to skip a turn and save space to interact or activate something... or s could make you go up/down the stairs
btw another thought to mix things up, make some creatures (rats, small spiders, and such) run from the player and take loot/keys with them, but attack really hard when cornered or try to escape through holes, that way players could attempt to survive early levels with less loot/xp/stuff but more safely, but as they go along less creatures will fear you and the lack of grinding would add up.
so i am looking at how the game is structured now and how it could be improved as is without much editing. here are my thoughts/suggestions:
1. each crate should drop 1 item, now this could be something the same, worse, better than you already have, or something completely new
2. some items might be cursed and become permanently equiped until the curse is removed (some curses might be kill X of Y creatures, some might make you sacrifice a certain type of item or base stat) this is to balance the item increase
3. add character levels, each level requires exponentially more XP, lvl 1 would be 1 xp, 2=2, 3=4, 5=8, 6=16...
4. each crate gives 1 XP
5. rats give 2 XP, only hit for 1, and have 1/8 your beginning health (and no armor) but do have a chance for you to miss
6. spiders give 3 XP have 1/4 your starting health, deal 1-2 damage that hits again 1-2 more turns, no armor or dodge
7. whenever you level up your health refills
8. each tile of movement rolls a D100, if the roll is equal to or less than your level you heal 1, for every 5 (10?) below that you gain another health
9. press space to wait 1 turn
10. spiders can take diagonal movement but can only move one tile a turn
11. rats take a turn to turn, and can only move straight ahead, they move 3 tiles a turn
12. you can move your level in tiles in a turn or attack with those actions or use /switch an item with those actions
13. your damage is XDY * (your level) where XDY is the damage range value of the weapon you are using (aka start with 1D1 fist X 1 level for 1 per hit)
14. wolves, 5 tiles a turn, 2D4 damage, 1 armor, no chance to dodge, beginning health
15. you may want to make some of those cracked walls into hidden passages
16. possibly start with 1 or 2 random items that lead you to begin as an adventurer
17. each level you should be able to increase 1 (your level? can be more by putting points into intelligence?) of the main stats/skills by 1
18. dead bodies should be able to be "gutted" for a chance based on skill/lvl/items to gain food, materials, and so forth, campfires/rest sites should exist to craft at/sleep at safely
19. your HP should be enough to roughly survive/mutual death being attacked on all 4 sides by creatures equal to you (rats = 1, spiders = 2, wolves [see above] like...5?)
20. you should Really have a stat counter, at least for health
works great, found 1 bug, can you add full screen support? just wondering, it super bugs with no way to close it, i thought maybe id get to see more of the path at once
also just wondering, do you ever plan to add more to the game? seems like you could add in all sorts of stuff like coins to buy gear or levels or stuff