This project also allowed us to learn some of the more practical elements of prolog. ball moving across a screen) and Prolog cannot do that. ![]() We have learned that due to the nature of Prolog, it is almost impossible to create real-time games since it requires the program to change states very frequently (ie. We also wanted to make this project as moddable as possible so events and endings could be added or removed without tampering with other bits of code. These required the use of library(random). We also wanted to incorporate random events which have a small chance of occurring after each day. The first are those that are triggered when we reach a certain condition. We first incorporated this by making stat increases random. We also wanted to include events as a way to encourage both planning and adaptation. This requires being able to constantly update our knowledge base. In our adventure game, we are required to constantly update the player’s stats and be able to retrieve it when desired. The basic story is that the player has 30 days to train themselves in order to defeat the dragon before it attacks the village. ![]() The game will have elements of time and stat management, as well as basic story-telling elements. We will be creating a rudimentary text-adventure game using Prolog. Authors: Yean Shu, Jason Ueng, Daniel Hou
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