City of Mirrors
#5

like, okay. this is my current little fan project because i am enamored of the whole City of Mirrors myth and i had a billion what if thoughts after i completed it.  i haven't done anything like this before but i knew the software was out there that would do this sort of Choose Your Own Adventure style, so I've been teaching myself how to do it this week (and its really enlivened my work day! its been quiet here on the office front, sue me).

like, please be proud of me! lookit this code for THE TEMPLE segment:




The temple to the Sea God is all the way on the east side of the city so you take all the short cuts you know. (if: $neardockvisit is 1)[Its awkward to get on the right path from the docks but you've done this so many times before that scrambling over back walls and avoiding dogs is just something you do.] (if: $timeframe is "early") [The streets are empty so you make good time.]

The temple rises impressively above everything else, built on a rise of land that culminates at the promotory that overlooks the ocean proper. Your legs always ache by the time you get there, breath heaving with the scramble upwards. Whatever it is built from is bleached near white with age and the sea air, glowing when the sunlight hits it. (if: $timeframe is "early") [Right now though, you catch glimpses only as you wind through the maze, gray and cold.]

Its only when you get close that the shabbiness of it becomes apparent; worn carvings in the stone uncleaned and full of dirt, the chipped statuary, gouged where maybe decoration had once existed but was long ago stolen. (if: $neardockvisit is 1) [You might have helped out with that a few times yourself.]

(if: $deepsea_favor < 0) [You spit on the smooth stone of the courtyard. The Sea God has done nothing for you, and as little as it means, you want him to know it.] (if: $neardockvisit is 1) [You look around but see nobody in sight yet. You keep your eyes trained on the ground, glancing as you move in case anything has fallen from a higher point, little accent pearls set into the walls when the temple was flush with favour in long ago times.] (set: $neardockvisit to 0) While you're here you might as well see if you can wheedle any food out of the [[temple kitchen]].




It's checking to see what time of day it is and potentially which path you took to get there (have you visited the docks?) and if you've disrespected the Deep Sea already previously, in which case you show His temple no honor. So depending on how you arrived here, it adjusts the story. 

I am also thinking of adding in a $hunger variable that will track how much you've eaten by the time you get to the temple grounds - did you get the bread? one or two pieces? did you get the fish and eat it? and if you are NOT hungry then it won't give you the KITCHEN option, which means I would have to come up with something else to get you wandering the cool and neglected corridors.

Can I talk more about this? I am excited. I am also floundering with options and would love love love to get your input into what more to build into this just so, you know, maybe it will actually be a fully functioning thing.




Messages In This Thread
City of Mirrors - by ChicletPrime - 06-26-2025, 07:06 PM
RE: City of Mirrors - by Coldsaturn - 06-26-2025, 09:20 PM
RE: City of Mirrors - by ChicletPrime - 06-26-2025, 10:36 PM
RE: City of Mirrors - by Coldsaturn - 06-27-2025, 10:29 AM
RE: City of Mirrors - by ChicletPrime - 06-27-2025, 05:28 PM
RE: City of Mirrors - by Coldsaturn - 06-27-2025, 08:19 PM
RE: City of Mirrors - by ChicletPrime - 06-27-2025, 09:23 PM
RE: City of Mirrors - by Coldsaturn - 07-04-2025, 08:38 PM
RE: City of Mirrors - by ChicletPrime - 07-04-2025, 10:02 PM
RE: City of Mirrors - by ChicletPrime - 07-08-2025, 08:40 PM
RE: City of Mirrors - by ChicletPrime - 07-23-2025, 08:55 PM

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