コード例 #1
0
ファイル: PersistantState.cs プロジェクト: bedder/ggj2016
 public Consequence(string startMessage_, string successMassage_, string failMessage_, GameVariantSettings settings_)
 {
     startMessage = startMessage_;
     successMessage = successMassage_;
     failMessage = failMessage_;
     settings = settings_;
 }
コード例 #2
0
ファイル: PersistantState.cs プロジェクト: bedder/ggj2016
    private void Init()
    {
        Stage = 0;
        Settings = new GameVariantSettings();
        Decisions = new List<Decision>();
        
        Decision d1 = new Decision();
        d1.query = "You wake up and start to mentally prepare yourself for the day ahead. Normally for breakfast you'll have Weetabix - a sensible choice, making sure you have enough energy to get through the day.\n\nWhat should you have for breakfast?";
        d1.alternatives[0] = "Weetabix";
        d1.alternatives[1] = "Something sugary";
        GameVariantSettings s10 = new GameVariantSettings(60, false, false);
        GameVariantSettings s11 = new GameVariantSettings(60, false, false);
        d1.consequences[0] = new Consequence("Deliver coffee to programmers",
                                             "Your sensible breakfast gave you the energy you needed.",
                                             "(This was not a mission we expected people to fail on)", s10);
        d1.consequences[1] = new Consequence("Deliver coffee to programmers",
                                             "Somehow your immature choice of breakfast worked out.",
                                             "You've been fired. You instantly regret your breakfast - this is why you have a routine.", s11);
        Decisions.Add(d1);

        Decision d2 = new Decision();
        d2.query = "Time for work again. Every day you pack your own lunch - the frugal and sensible thing to do. Everyone's raving about this new cafe, but who has time for that?";
        d2.alternatives[0] = "Make sandwiches";
        d2.alternatives[1] = "Go to the cafe at lunch";
        GameVariantSettings s20 = new GameVariantSettings(60,  false, false);
        GameVariantSettings s21 = new GameVariantSettings(120, false, false);
        d2.consequences[0] = new Consequence("Eating lunch alone is fine",
                                             "Making lunch in the morning meant you didn't waste any time at work. It's an important job - these programmers can't get their own coffee.",
                                             "Somehow you messed up at work, and have now been fired. Whoops!", s20);
        d2.consequences[1] = new Consequence("The cafe made you late!",
                                             "Despite turning up late at work you did everything expected of you. And as a plus, you exchanged numbers with the owner of the cafe.",
                                             "You've been fired. If you only made lunch at home you might have not been late, and you might still be employed.", s21);
        Decisions.Add(d2);

        Decision d3 = new Decision();
        d3.query = "Another day of work. Your boss sends around an email asking for suggestions on how to improve the place. It's probably best to ignore these.\n\nWhat should you do?";
        d3.alternatives[0] = "Pretend everything is fine";
        d3.alternatives[1] = "Some people want decaf...";
        GameVariantSettings s30 = new GameVariantSettings(60, false, false);
        GameVariantSettings s31 = new GameVariantSettings(60, true,  false);
        d3.consequences[0] = new Consequence("Change is scary, so good to avoid it",
                                             "You survived the day. Sure, making a suggestion to your boss may have improved your work, but why risk it?",
                                             "Despite things staying the same, you still lost your job. Typical.", s30);
        d3.consequences[1] = new Consequence("You just gave yourself extra work",
                                             "Why do you continue making it hard on yourself? If your normal routine that bad?",
                                             "You've been fired. Two types of coffee - how can any man deal with that?", s31);
        Decisions.Add(d3);

        Decision d4 = new Decision();
        d4.query = "An old friend invites you out for drinks. But it's a Thursday - you never go out drinking during the week. Work comes first.\n\nWhat do you do?";
        d4.alternatives[0] = "Not tonight...";
        d4.alternatives[1] = "Throw caution to the wind";
        GameVariantSettings s40 = new GameVariantSettings(60, false, false);
        GameVariantSettings s41 = new GameVariantSettings(60, false, true);
        d4.consequences[0] = new Consequence("Such a shame, but work comes first.",
                                             "You're still employed, so today's a good day. You think.",
                                             "You were fired anyway. Maybe you should have went out with your friend...", s40);
        d4.consequences[1] = new Consequence("You're still a little bit sozzled",
                                             "How did no-one notice? Does no-one care except you?",
                                             "It's not surpring you were fired - you were a total mess.", s41);
        Decisions.Add(d4);
    }
コード例 #3
0
ファイル: PersistantState.cs プロジェクト: bedder/ggj2016
 public void resetState()
 {
     Stage = 0;
     Settings = new GameVariantSettings();
 }