Project 4: Adventure game

Here is the premise and specification for the adventure game:

The new science building has been plagued by strange accidents and things out of place: Doors that are strangely locked, dry-erase markers that are always out of ink, an exhibit hall that never gets finished. Late one night you are working alone on a CSCI 245 project in the lab and hear some pattering of little feet in the hall. Peeking warily through the glass, you discover the source of all the mishap: gremlins!
The building is infested. They must have sneaked in sometime during construction. As you listen to their mischeivous chatter, you are horrified to hear what the gremlins are really after. They want to sabotage the building's LEED certification.
It's well past midnight and you are the only one in the building. The LEED Inspector from Stockholm is arriving at 7:00 AM the next morning for a final walkthrough. It is up to you to stop the gremlins and help Wheaton keep the gold level.
To thwart the gremlins, you must lure them to the observatory and trap them in. Since gremlins are attracted to machines, you need to steal Dr Walhout's laser from the basement and bring it up to the observatory. Additionally, you must repair the damage the gremlins inflict along the way.
Beware being in the same room as a gremlin. They will make you go insane. However, there is a gremlin-detector you can find somewhere in the building; you can take it with you and figure out whether there is a gremlin in any adjacent room. Also, many doors in the building are locked (it's after midnight, afterall), but fortunately some clumsy students have dropped their id cards, which you can use to get through some of the doors. And if the gremlins aren't trapped and their messes cleaned up by 7:00, then Wheaton's eco-cred is set back by a decade.

Some technical details: You need to keep track of a certain number of gremlins, which are in different rooms and move about the game. As the player makes turns, gremlins also can move from room to room. They also destroy green features that then need to be fixed (dual-flush toilets, efficient air-circulator, the shower for people who ride their bikes...).

If the player moves into a room where there is a gremlin and becomes "insane", then for the next 5 or so turns, a command is picked randomly rather than letting the user issue a command. A gremlin will never enter a room where the player already is. When they have the gremlin detector, they can "use" that item and it will tell them which of the doors in the current location lead to a room that currently has a gremlin.

There must be a timing mechanism, either measuring time by number of turns or using real elapsed time. When the player runs out of time (it's 7:00), then the game ends with the player losing.

I have set up a new repository (with all of your old code in it) that is being handled by a server. Start by cloning the repository:

hg clone http://csnew:8000/ game

In theory, you should be able to do this on your own computer too, even off campus, (use csnew.wheaton.edu:8000), but I haven't confirmed this.

DUE

Friday, Oct 15, at 5:00.


Thomas VanDrunen
Last modified: Mon Oct 4 17:10:40 CDT 2010