Jibble

Author Topic: Flight from the Robots | New game version with bugfixes  (Read 761 times)


Hello folks,

I'd like to proudly present:
Flight from the Robots
A sci-fi Point & Click escape-the-room adventure.


It's the year 2154. The climate catastrophe has happened. Life on earth has become too hot, so humanity has had to move underground. The robots have become autonomous and sentient, and ever since, all work for humans is exclusively provided by the robots' anonymous organization “Cinorq”. The few human rebels that exist don't stand a chance against the robot's superiority.

Meet Ian, a human that is actively collaborating with the robots and helping them to increase their technological advantage. Very shortly, he's going to change his mind about the robots being on his side. And a tomato incident is going to play an important role.

Ian needs your help.

He will need to to stop the police bots from entering through his front door, and then he will need to find a different way than that door to leave the flat. Both tasks will take ingenuity, a good eye for visual clues, perseverance,and logical thinking “out of the box” (and yes, boxes of sorts play a role in this adventure, too!).

Without your determined struggle, Ian won't get out of his plight. Can you help him?


Download the game via the Games database (currently Windows only)

« Last Edit: 23 Sep 2021, 02:55 by fernewelten »

arj0n

  • Mittens Vassal
  • art consists in drawing a line somewhere
    • arj0n worked on one or more games that won an AGS Award!
    •  
    • arj0n worked on one or more games that was nominated for an AGS Award!
Re: Flight from the Robots | Added mini game
« Reply #1 on: 15 Sep 2021, 17:15 »
something like this:
<image link here>


EDIT:
sorry, this post was supposed to go in this thread...
« Last Edit: 15 Sep 2021, 19:02 by arj0n »


Re: Flight from the Robots | Added mini game
« Reply #3 on: 16 Sep 2021, 09:53 »
something like this:
https://dam1976.home.xs4all.nl/AGS/FotRv3a.png

I get a Page 404 error?

Replace the "a" in the filename with a "b", and you get a screenshot. Although I'm not certain it's the one arj0n intended.


In other news, the jam this game was released in ended, and this game ended up far down on the list. Now, I haven't played all the other entries, but judging from which games came out on top, I'll wager the votes went to easy games with little to no problem-solving, but with emphasis on storytelling. It frankly looks like this game was too difficult for the crowd in this jam, and they seem to have given up before making any progress whatsoever. (And some participants are young and seem to have another sense of humour, and end up voting for each other. Oh well.)

Out of the eight entries I've tried so far, this game  is by far the best one. But then my criteria of a game is probably a bit different than the ones competing in a narrative jam. To please that crowd, a hard game would probably have to include something ridiculous like a Walkthrough-mode, where Ian could solve all the problems on his own when the player just clicked on the appropriate hotspot. It would be a little like watching MacGyver. (This is not a serious suggestion, more of a lamentation.)

Re: Flight from the Robots | Added mini game
« Reply #4 on: 16 Sep 2021, 12:39 »
To please that crowd, a hard game would probably have to include something ridiculous like a Walkthrough-mode, where Ian could solve all the problems on his own when the player just clicked on the appropriate hotspot. It would be a little like watching MacGyver. (This is not a serious suggestion, more of a lamentation.)

Wait a minute: This might, to the contrary, be An Idea.

All the casual games feature a Hint system: You click on a “Hint hat” or something that is always conveniently located at the left or right bottom screen corner, and then a ray highlights exactly the thing that you need to click on next. Usually the hat needs to “recharge” before it will yield the next hint.

I don't know how they do this exactly, but the kits for casual games probably have something built in that provides that functionality in a convenient way (probably in combination with modules for the dozen minigames that seem to feature in aaaall the casual games aaaall the time).

Now let's suppose we have a separate file with GOALs and DESCRIPTIONs of how to reach them.
  • A GOAL would be an identifier that you can choose freely.
  • A DESCRIPTION would say:  "In order to reach GOAL, if CONDITIONS are met, you RIGHTCLICK|LEFTCLICK on OBJECT|HOTSPOT|CHARACTER|INVITEM."
  • A CONDITION could be any valid AGS expression that only uses goal names and global variables/attributes (e.g., oPitchfork.Clickable)

This should be enough for a plugin to automatically generate a function, called, e.g., "room_ShowHint()", that looks around and sees what is currently true and then calls "HintRightClickObj(Object *)", "HintLeftClickObj(Object *)", "HintRightClickIitem(InventoryItem *)", etc., as the case may be.
 
The functions "HintRightClickObj()", etc., would need to be provided by the game coder and point out that the user needs to do that respective thing next (by highlighting that thing with a ray on an overlay or something). Example or default code might be provided for that. These functions go into GlobalScript() or some script module.

The Hint hat is on a GUI, and when it is clicked, it dispatches a "CallRoomScript(99)". Each room that uses the plugin would need to have
Code: Adventure Game Studio
  1. function on_call(script)
  2. {
  3.     if (script == 99)
  4.         room_ShowHint();
  5. }

at the bottom of the room file, and the generated "room_ShowHint()" function in front of that block of code. (The plugin could see to that.)

As a result, whenever the Hint hat is clicked on, the user would get exact visual feedback on what to do next.

Coders could ask on the start screen whether the player wants "expert" mode or "casual" mode; if they want "expert" mode then the GUI that features the Hint hat is simply made invisible.
« Last Edit: 16 Sep 2021, 13:02 by fernewelten »

Re: Flight from the Robots | Added mini game
« Reply #5 on: 16 Sep 2021, 18:36 »
Well, if you actually decide to do this with this particular game or another set in the same world, I'd recommend that you switch the hint hat with a loyal robot companion, to keep it consistent. (Perhaps the Thinker?)

Re: Flight from the Robots | Added mini game
« Reply #6 on: 17 Sep 2021, 00:26 »
I'm not sure ... I have misgivings that if I do offer a variant of a thinking hat, that will still be "too little" in their eyes. Probably because they can't bring themselves to put up with the graphics I can provide.

It's a lost cause. I simply can't cater to the casual game crowd.

Re: Flight from the Robots | Added mini game
« Reply #7 on: 21 Sep 2021, 22:21 »
Hi fernewelten,

Congrats on the release. It's quite a funny story and I look forward to complete it.

I think you should switch off the annnoying siren after the first announcement.
If you want to keep repeating the announces, please make them silent and display them in the background to avoid interrupting the flow of the game.

The feedback to the Mastemind game seems a little broken. For instance, if you place the same symbol at the same place twice, it can be tagged green then orange.

I stopped playing because I suspected that I was stuck on a bug:
Spoiler: ShowHide
I have the saw and the spork. After the ventilator is removed from the box, it starts turning again and I can't interact with it any more. 


« Last Edit: 22 Sep 2021, 21:20 by Creamy »
 

Re: Flight from the Robots | Added mini game
« Reply #8 on: 21 Sep 2021, 23:26 »
Spoiler: ShowHide
I have the saw and the spork. After the ventilator is removed from the box, it starts turning again and I can't interact with it any more. 


Hi Creamy, thanks for the feedback! Concerning the ventilator, I'm not sure at what point you are:
Spoiler: ShowHide
The ventilator has a covering grid that is affixed with two screws. Yes, you can and should unscrew the covering grid using the spork. That's will unmount the covering grid (it'll disappear). However, the rotor beneath the covering grid will continue to turn.

If Ian tries to INTERACT with the ventilator at this point, he should say something about "I want to spare my fingers.". If Ian EXAMINES the ventilator at this point, he'll exclaim that the blades of the turning rotor are razor-sharp; no wonder that had protected the rotor with a covering grid. 

Is that so far the point you have reached?
Spoiler: ShowHide
So now Ian's next job is to stop the rotor from turning in some way. Ian's fingers won't do it, so perhaps jam something robust into the rotor blades to stop them spinning? You can try the saw but it's too dangerous for this job (but it will come into play later on). 


Concerning the siren: You're right, it's very annoying. I've already slated an update where the siren will only wail throughout the first announcement. From the second announcement onwards, it'll start at the beginning of the announcement but only wail three times and then stop.

Concerning the mastermind game: I'll look at the code and see whether I can find a bug. What the algorithm should do is the following:
  • Let's say the secret combination is 57743 and the guess is 77123
  • See what digits are correct in the correct position: The "7" is correct in position #2 and the "3" is correct in position #5.
  • Thus award two green lights.
  • Ignore the correct digits in the correct position, i.e., temporarily cross them out in the secret combination and in the guess: The rest of the secret combination is 5x74x and the rest of the guess is 7x12x.
  • There's another "7" that is part of the guess, but this "7" is in the wrong position. It should be in position #3 but is in position #1.
  • Thus award one amber light. Temporarily cross out the "7" in the secret combination and in the guess, yielding 5xx4x and xx12x.
  • No further matches can be made.
  • As a result: Two green lights, one amber light (the rest are red lights)

When a digit occurs more than once in the secret combination, you can get an amber light and a green light for this digit, as in the example above.
« Last Edit: 22 Sep 2021, 00:30 by fernewelten »

Re: Flight from the Robots | Added mini game
« Reply #9 on: 22 Sep 2021, 00:18 »
BTW. You have infinite guesses to break the safe code. So here's one way to do it:
Spoiler: ShowHide
First, find out what digits are part of the secret combination. Enter "11111". If a "1" features n times in the solution, this will yield n green lights.
Continue with "22222" and so on until you know what digits are part of the solution.

Now let's assume you know that "1" is part of the solution, but "9" is NOT part of the solution. Enter "19999", "91999", "99199", etc. and find out in exactly what places the "1" needs to be (the respective guesses will yield a green light).
Continue with the next digit that you know is part of the solution, but now you only need to test for the places that you know don't contain a "1".
 

Re: Flight from the Robots | Added mini game
« Reply #10 on: 22 Sep 2021, 00:54 »
The feedback to the Mastemind game seems a little broken. For instance, if you place the same symbol at the same place twice, it can be tagged green then orange.

The placement of the tags doesn't match the placement of the symbols. So if you have two correct symbols, you don't get to know which two symbols are correct right away.

Re: Flight from the Robots | Added mini game
« Reply #11 on: 22 Sep 2021, 21:18 »
Quote
Is that so far the point you have reached?
I've already removed the rotor:
Spoiler: ShowHide

Weirdly, it's still spining.

Quote
The placement of the tags doesn't match the placement of the symbols. So if you have two correct symbols, you don't get to know which two symbols are correct right away.
Ooooh, I didn't know that. I suddenly realize that my brothers and I have been playing Mastermind with bad rules as children  :-[  (laugh). My apologies, your code is fine.
 

Re: Flight from the Robots | Added mini game
« Reply #12 on: 22 Sep 2021, 23:37 »
Quote
The placement of the tags doesn't match the placement of the symbols. So if you have two correct symbols, you don't get to know which two symbols are correct right away.
Ooooh, I didn't know that. I suddenly realize that my brothers and I have been playing Mastermind with bad rules as children  :-[  (laugh).

I think we all have.  :-D Even though I don't think it's mentioned in the rules, that variation is a fine way to make Mastermind easier for children or beginners. Any box photo with an example will show that you're not supposed to do that, though.

Re: Flight from the Robots | Added mini game
« Reply #13 on: 23 Sep 2021, 01:26 »
Found the bug: If you first dismount the rotor, then solve the saw minigame, then the rotor will start turning again after you return from the safe view. I hadn't found this when testing because I always did things the other way round: First get the saw, then dismount the rotor.

So I've issued a bugfix; get the new version via the game database or directly on itch.io

I'm also uploading a savegame file so that you don't need to redo the whole game up to this point.
This file should go into the savegame folder of the game, usually C:\Users\YourUsername\Saved Games\Flight from the robots\
« Last Edit: 23 Sep 2021, 03:05 by fernewelten »

Re: Flight from the Robots | New game version with bugfixes
« Reply #14 on: 24 Sep 2021, 00:35 »
Quote
The placement of the tags doesn't match the placement of the symbols. […]
Ooooh, I didn't know that. I suddenly realize that my brothers and I have been playing Mastermind with bad rules as children  :-[  (laugh).

Even though I don't think it's mentioned in the rules, […]

As far as I know, the very very original Mastermind had a board like that:
O O O O  oo
         oo
                   
O O O O  oo
         oo
(and so on.)

The left holes are for the guesses, the right holes for feedback. In this arrangement the assumption doesn't suggest itself that there might be a one-to-one correspondence between guess positions and feedback positions. So this might be the reason that the rules don't state explicitly that there shouldn't be.

The arrangement that we all know today only came later.
O O O O   o o o o
O O O O   o o o o
O O O O   o o o o
(and so on)

Dunno. It makes for a less long board, maybe?
« Last Edit: 24 Sep 2021, 00:45 by fernewelten »

Re: Flight from the Robots | New game version with bugfixes
« Reply #15 on: 24 Sep 2021, 10:21 »
I guess I'm showing my age then, as I'm referring to the "very very original" version.  (laugh) I agree about your point, but we would play like
1 2
3 4
when playing the "easy mode". Perhaps this came naturally to us because we also grew up with physical slider puzzles, which may be the very reason why I _don't_ hate those, like some players apparently do, but think of them as relatively easy.

In this game, the lit up nodes signifying correct placement is starting from the same side all the time, if I recall it correctly. The player ought to be able to deduce that they don't correspond with the peg guesses...which is actually kind of what Creamy did, when I think about it.  (laugh)

Thanks for the savegame, fernewelten. I finally made it to the end.

Quote
Found the bug: If you first dismount the rotor, then solve the saw minigame, then the rotor will start turning again after you return from the safe view. I hadn't found this when testing because I always did things the other way round: First get the saw, then dismount the rotor.

I dismounted the rotor first indeed.