This game is an entry for the Compo Nostos competition at RPGDX. The theme for this competition is nostalgia, so I immediately thought of the wonderful chidlren's books by Roald Dahl about which I still have so many fond memories; and there we are. Notmucher is my attempt at making a quick RPG based on Dahl's children's, and is so titled because it's, well, not much. RPGs and Roald Dahl are an odd match, and it didn't turn out as I had hoped; it still might, I hope, be enjoyable, though, and I hope you find it entertaining for a minute or so.
Play the game by running "windowed.exe" or "fullscreen.exe", depending on whether or not you want to play Notmucher windowed or fullscreen. If you have trouble figuring out which is which, experiment, or contact me using the information at the bottom of this document.
I'm including the source, just on principle, but I recommend no one actually look at it: it's really, really bad.
You move your character, Matilda, around with the arrow keys. Use the up and down arrow keys to navigate menus. Use the space bar to talk to people, and to select an item from a menu.
You can change the game settings with the number keys (the ones at the top, not on the num pad) and the function keys. The number keys change the speed of the game, by changing the scrolling rate: 1 is slowest, but prettiest; 0 (interpret as "10") is fastest, but sketchy. The function keys change the screen size, as follows:
Press the escape key to exit Notmucher.
Sometimes, you'll get into fights. Can't be helped; that's life in the vicious world of Roald Dahl. This can happen in one of two ways: random encounters, in which case you fight a random enemy from the level (excluding the boss), or by purposefully initiating combat, usually by talking to an enemy. Either way, the result's the same: messy combat. You'll see a picture of your charming self, and next to that your combat statistics. Across the ring you'll see your hated enemy, and his stats. Between the two of you like a sheet on a clothesline dividing a room in a sitcom because the two protagonists, who previously got on like wildfire, now hate each other, is the menu, which contains the choices you can make in battle; speaking of which...
Combat is turn-based; each turn, you and your opponent choose an action. Once actions are chosen, damage is assigned based on those actions. Usually, you have four options:
Each action works best against one other action, sort of like Rock, Paper, Scissors. Thrusting is best against an opponent who ripostes; riposting is best against an opponent who lunges; and lunging is best against an opponent who thrusts. It's all laid out in the following table:
You Thrust | You Riposte | You Lunge | |
---|---|---|---|
Opponent Thrusts | You Deal 3, You Take 3 | You Deal 0, You Take 2 | You Deal 5, You Take 3 |
Opponent Ripostes | You Deal 2, You Take 0 | You Deal 0, You Take 0 | You Deal 0, You Take 2 |
Opponent Lunges | You Deal 5, You Take 3 | You Deal 2, You Take 0 | You Deal 5, You Take 5 |
Anyway, it sounds more complex on paper than it really is.
When you attempt to flee, there is a 1/2 chance that you will succeed. If you succeed, combat is ended, and you're safe and sound. If you fail, your opponent determines his action as normal, and your action is then determined to be whichever one is countered by his. If he chooses to lunge, you automatically choose to thrust. Bad news, yes. But don't let this stop you from running from battles with opponents more powerful than you; you're sure to lose, otherwise. Never fail to retreat from a battle you don't think you'll win.
Your character has 3 stats, corresponding to the 3 combat actions (excepting flee). When you attack your opponent, you do damage equal to (appropriate stat * appropriate factor) / 25. So if you thrust when you have a Thrust stat of 100, and your opponent thrusts as well (and therefore your damage factor is 3), you would deal (3 * 100) / 25, or 12, damage.
You don't need to remember that, though. Just remember that the higher your stat is, the more damage you do when choosing the corresponding action.
Whenever you perform a combat action, the appropriate stat rises by one. So when you thrust, your Thrust stat increments. Practice makes perfect.
Each combat round, your health has a 1/3 chance of raising by one, as well. This should keep it more or less on par with the average of your other stats, maybe, most of the time.
The key to winning combats is knowing what your opponent is going to do. The easiest way to do this is to look at his stats: usually, he'll favour his best action, and disfavour his worst. Sometimes, however, this doesn't work, in which case the only thing to do is wait and see if you can't figure out which attacks are coming most frequently.
Well, that's the simple part; the hard part is that some enemies can learn. When such an enemy's manoeuvre is countered, it begins to favour the action that would counter that counter. For example, you lunge, he thrusts. He wizens up, and this time, you lunge again, but he counters with a riposte.
Usually this is an incremental process, and not nearly so marked as in the above example, but then again some enemies are smarter than others. Some enemies are too smart for their own good, and because their stats swing so wildly in response to your actions, they become predictable once again.
Your opponent dies when his health falls below 1. When this happens, you win (obviously), and as a reward you gain a bonus to all of your stats equal to your opponent's experience value. And everybody's happy. If your health falls below 1, you die; but the wake'll be awesome, I promise.
Well, where do I start? There's a number of bugs in Notmucher; that's partly what makes it so deserving of its name. I haven't found out the cause of most of them, but I assure you that none of the bugs found damage your system. Notmucher doesn't mess with any scary stuff except through Allegro, which is a well-approved-of graphics library which would not be so well-approved-of, I should think, if it went around blowing up people's computers.
Notmucher was recently bug-fixed; hopefully, it's playable now, but you can now walk through NPCs. It's odd, but non-fatal and not too big a deal, so I left it in.
It should be able to run on a 350Mhz with 32Mb RAM and some form of Windows, at least. Pretty low-end stuff.
You can review this game at http://www.rpgdx.net, and you can contact me at jihgfed@rpgdx.net. Always pleased by comments, good or bad.