WEEK 1: Moods, Motives and Advertisements

Instructor: Grapholina


OBJECTS

Everything in the game is an object, and every object has its own set of local data and behaviors, which in turn allow for multi-tasking within the game. (I.e., Betty can be dancing to a tune on the radio while Bob is busy watering the flowers, and the phone can be ringing in the background accompanied by the noise coming from the TV.) The object’s local data defines the parameters (boundaries) of the object and provides pointers within those parameters to other objects it is related.

Betty Newbie and Bob Newbie are indeed objects, and as hackers, we cannot forget this. Betty and Bob possess the ability to interact (talk, fight, kiss). Those interactions are also objects. Each object has behaviors and each behavior has a test behavior (a checkpoint) in one way or another, but usually in the form of "Check Trees". We will delve deeper into the checkpoints later on, but for now, suffice it to say that without behavior checkpoints, it is possible to block some actions or clog up sub-routines. These tests or checkpoints determine whether or not the action that is to take place can or cannot happen.

Example: Betty Newbie and Bella Goth are on Vacation Island. They may cross paths many times over and you may wish for them to talk to each other (interact). However, Betty cannot simply walk up to Bella and strike up a conversation, especially if Betty and Bella have not previously met. The game looks at the social/talking behavior in this manner:

Look at Betty: Has she greeted Bella? (Checkpoint) If so, walk up to her and strike up a conversation. If not, greet Bella (possible outcomes - behaviors).

Consider this Condition: Does Betty like Bella? (checkpoint) If the answer to that checkpoint is yes, then Betty has the ability to strike up a conversation with Bella. If it is no, then Betty will not seek to talk to Bella.

Further checks might be: Does Bella like Betty? (checkpoint) Is Betty agreeable to Bella’s topic of conversation? (checkpoint)

Depending on the answers to the checkpoints, the game will fragment into the different available paths (behaviors). Bella could be tired and not want to discuss anything with Betty. Bella could hate Betty and will not want to talk to her about anything. The above is an example of how a number of intermediate objects work together to implement behaviors.

 

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