* ) ) )\ ) ) ( ( ` ) /( ( /( ( (()/( ( /( ( )\ )\ ( )(_)))\()) ))\ /(_)))\()) ))\ ((_)((_) (_(_())((_)\ /((_) (_)) ((_)\ /((_) _ _ |_ _|| |(_)(_)) / __|| |(_)(_))( | | | | | | | ' \ / -_) \__ \| / / | || || | | | |_| |_||_|\___| |___/|_\_\ \_,_||_| |_| ) ( ( ) ( /( ( ( )\ ) ( ( ( )\ ( )\()) )( ( )\ (()/( ))\ )( )\ ) ((_) )\ '((_)\ (()\ )\((_) ((_))/((_)(()\ (()/( | __| _((_)) | |(_) ((_) ((_)(_) _| |(_)) ((_) )(_)) | _| | ' \()| '_ \| '_|/ _ \| |/ _` |/ -_) | '_|| || | |___||_|_|_| |_.__/|_| \___/|_|\__,_|\___| |_| \_, | |__/ ==In Game Status Check== At any point during an action prompt, use the (st)atus action to check your stats, current inventory, and what you can currently see in the scene. ==Exploration/Discovery== Whenever you enter a scene, your perception will increase for the objects in the room. All objects have a 'discovery threshold', which is a number amount your perception must pass before you can see/interact with it. In addition, whenever you inspect the scene/surroundings, your perception will change for all the objects in the room. This ultimately makes it so the game can have new features of a room that you can discover throughout the play. As you pass through scenes on your way to/fro, it is good to inspect each scene again to find hidden objects. Also, sometimes objects themselves may have hidden objects on them. Usually these are props of some kind, like perhaps a grandfather clock or other piece of furniture, moldy log, or other thing like that. Like scenes, props can be (i)nspected to reveal hidden objects. You can count on lootable things like corpses/chests or grabbable things to not have hidden objects. If you increase your perception, your character will find hidden things much faster. ==Attributes== -Strength +2 Health per point +1/2 damage on hits per Strength Gain strength exp by punching/attacking things w/swords, and blocking attacks -Dexterity +2 accuracy per point +1 avoidance per point +1 avoidance per point when dodging attacks Gain Dexterity exp by dodging attacks, and using daggers. -Perception Helps you see hidden things/places faster Inspect the scene you are in to gain perception to hidden things. +1% crit chance per point Inspecting monsters gives you 4x Perception as "weakness counters" on them, which equates to +1% critical strike chance per weak point until you crit that enemy, in which case the weak point counters reset to 0. If you use the (st)atus command, you can see weak points you have on enemies currently in vision. Increase EXP by inspecting monsters in combat -Hunger You gain 1 hunger point per 1 action point used. If your hunger reaches 100, game over -Health When you take damage, if your health goes to 0, game over ==Actions== Actions are meant to be self explanatory, labeled on the in-game menu. Each turn, characters in the game world roll 1d100 + dexterity to order themselves. On a turn, characters can choose to spend all action points, or wait somewhere in between. Each action choice causes a perform phase to occur for that character, which will produce it's effect deduct the action's ap cost from their total this turn if there is a cost. Also increases hunger by ap cost. At the next turn, action points are brought to max. ==Combat== You enter combat when you can see a Monster. Combat ends when you can no longer see any monsters. Combat prevents travel, journal, and rest actions. Attack/Reaction: When you are attacked, you will be given the opportunity to dodge, or block (if you have a shield equipped), only if you have at least 1 action point. Attacks: Usually involve a character inflicting damage on another character. Current examples: -Punch (1d4 -or- unarmed weapon dice as spec'd on the creature) + strength -Stab (depends on weapon dice, 1d6, or 1d8) -Slash (more damage than stab, and depends on weapon dice, 1d8, or 1d10) Critical Hits: When you successfully hit an enemy, there is a chance it will be a critical strike, which doubles damage done on the enemy prior to subtracting damage from resistance. Your chance is (Perception + Weak Point Counter Value) % So, if you have a perception of 10, and you have 40 weak point counters on the enemy, you will have a 50% chance to Hit Success Expression: (1d20 + Accuracy) - Avoidance > 7 ...So if you try hit an enemy with 5 avoidance, and you have 3 accuracy, you have to roll 10 or higher Based on the feedback I have so far, people don't want to see too many roll/Random numbers, but let me know what you think. Personally, I like to see those. Reactions: -Dodge Increases your avoidance by your dexterity until the attack is over ==Resting== When you find a bed, you can rest, which maxes out your health, but increases your hunger by 2x the health restored. Make sure you have enough available hunger before resting, or you may starve to death in your sleep! ==Notes== Notes on how to launch the game (built in plain ol' Ruby): =WINDOWS/MAC= Unzip the root package you downloaded Unzip the .zip folder appropriate for your platform in there, open the resulting directory, and double click the executable file to launch. =LINUX= Linux gets an install sh file which installs a Ruby gem file containing game libraries, and a driver file to launch the game. All the files are inside Linux folder in the root package you download. This command will launch the game for Linux from inside the "Linux" folder: $ ./install.sh && ruby skull_embroidery.rb IMPORTANT NOTE FOR LINUX: Built with Ruby 2.1.2, but I think you can get away with an interpreter as old as 2.0.0. There is a bug where you are not able to get a command prompt if you try running this game with a ruby interpreter earlier than 2.0.0. (Windows/Mac doesn't have to worry) ==Notes For Tinkerers== The game outputs a log_ar/game.log file as you play the game, to catch any errors, and log game events (It should end up in your home folder, or in the folder you launched the game from). When you use the journal action, the game outputs a saves_ar/default_world_data.yml file which contains all your game data. Send me both those files when you send me a bug report, unless it's just a spelling/grammar/narration suggestion. You can tail the game log as you play if you are curious, which may spoil hidden things for you. You can change the values in your human readable world data file to cheat, or give yourself godly stats if you want to try and figure that out (Hint: search for the player_hunger/player_health etc entries)... Just know that's not considered a feature, and you might break your game :)