Journeyman System
Role Playing System Type One -- the Far Wilds --
"Journeyman"
uses a lower bar at the bottom of the map containing a set of special entities to enrich the role-playing experience. This is seperated from the rest of the map by a row of 'the nothing'.
Alternatively, and more fitting, is to use a hex and the tiles in the corners, seems to fit better.
a custom map screen acts as the player's menu or part area, this can be a home village, a hut, a back pack or just a simple menu like screen, a camp and inventory
the bottom row holds a set of "icons" to create scripted events, the player does not have a lot of building management, they are going on a journey. Given this, I am defaulting to a set of basic sections and icons based off of the common buildings.
far left:
player equipments and special items
special building skills
middle:
main icon system
Grove: Life and Nature Actions
example actions: heal damage, gather food
Dwarven Hold: Machine/Tool and Brawn Actions
use level item(lever, switch), combine, push, pry
Magma Chamber: Elemental Magic and Spirit
light fire, spells,
Graveyard: Dark Magic and Death Actions
attack,
Imperial Keep: Mental Actions and Light Magic
solve, blessing, pray, barter, convince, (law)
Warren: Chaos Magic and Passion
Rage, destroy, entice, provoke,
far right:
inventory
Items are here, bindweed, etc
an enchantment with a count or tokens would give money.
Ok, so the bottom row is a menu built out of buildings, or it could just be land tiles, or it could be enchantments, the key is to establish some actions, Rest, Use, Attack, 'think', and Magic are easy to see.
Stuff on the far left can be things like Class skills, or earned badges. One special item of great use is the main map, which would be represented by a screen, previously visited screens could be traveled to just by clicking on them.
a dialog system for talking to npcs, there is the info box and i is fine for now
a simple yes no choice would be excellent
#include 157
#include 126
void configGame()
{
//ok lots to do in here, we need to set our screen size up,
// create vars, populate arrays etc, all kinds of stuff
}
void beforeStart()
{
}
void afterStart()
{
}
void onNewRound()
{
}
//special functions
void buildMenu()
{
//fill icons from game status list
//fill bar of 'the nothing'
}
void saveState()
{
//room id ?
//all our data gets saved for room transitions, screen changes etc
}
void buildRoom()
{
//all the basic map codes
}