Author Topic: [7.2] A Shard of Ancient Ryuvia (a puzzle mod) [Work mostly done]  (Read 4055 times)

Offline Drath

Title:
A Shard of Ancient Ryuvia (a puzzle mod) [Work mostly done (except for 5th puzzle)]

Disclaimer and blurb:
This is first and foremost a puzzle mod focussed on logic and some recreational mathematics (currently 6 puzzles of varying difficulties, and hopefully when the 5th puzzle is completed, 7 puzzles in all). Knowledge of specific mathematical fields like calculus or vectors are totally unnecessary but some patience is probably required. So if you're not keen on doing some puzzling or to sit down and figure stuff out, some of these may prove rather frustrating as none of the puzzles are really trivial, except perhaps the first one.
 
It tells a tale, revealing the cargo of the escorted freighter, is fairly wordy and expands Sunrider lore (author's head canon version :P). It also serves as a bit of a CP dump (though if all puzzles are completed via 'intended/optimal' route, there should be no change in CP), storywise, as there were few opportunities to do so in the original game. Hopefully, it will find an intended audience who like to try out something new in the form of logic problems coded in Ren'Py and perhaps read a non-canon take/glimpse at the last vestiges of pre-Ryuvian grandeur, as an interlude amidst turn based battles and the overarching storyline of Sunrider's struggle against PACT.

And with that to those who attempt the mod, I wish them good luck and happy puzzling. Hope that you will have at least as much fun playing it as I did making it :)

Credz:
Story, puzzle logic/concepts/integration, coding, graphics integration by Drath

Additional music courtesy of various talented artists at Jamendo:
Lost_In_the_Woods by Sublustris Nox
Tension by Celestial Aeon Project
While_We_Watch_The_Sky_Collapse by Gutterbox
TW_ObsidianSorrow by NULLL Collective

Acknowledgements for inspiration/concepts behind puzzles:
Hans Freudenthal
Raymond K. Smullyan
Martin Gardner

Special thanks to Marx-93 for getting me interested in the mod again after a long hiatus, for playtesting, for confidence, for helping me fine tune the mod and for just being there when nobody else would even so much as glance at it :)

With apologies to Douglas Adams, Al Pacino and my Lord xD

Dedicated to our hardworking Sunrider devs, Sam, Paul and Ashton xD

P/S - Once again, should you need discussion/tips/answers regarding the puzzles, feel free to send me a personal message and I'll try to get back to you when I can.

PP/S - Random stats for blurbing: :P
2760 lines of story and code (about 15k words)
Lots of coffee and a good deal of frustration
See: https://twitter.com/georgeb3dr/status/520591543892459520/photo/1
I'm mostly the right hand pic though lol.


All game files are attached in zip format, alongside a saved file for easy playtesting:

1)Please copy over puzzlemod.rpy to your "Sunrider\game" folder 

2)Please copy these files over to the Sunrider\game\Background folder:
blackcorridor2.jpg
lasercorridor2.jpg
sectorxr76alt.jpg
shrineback.jpg
lyrdneavroom.jpg
spiralstairs.jpg
dioscuri.jpg
dioscurispace2.jpg
zodiacroom.jpg
lanterns.jpg
avatars.jpg
incubroom.jpg
dkspawn.jpg
sw.jpg

3)Please copy this file over to the Sunrider\game\Character\Side folder:
alpacano.png

4)Please copy these files over to the Sunrider\game\Music folder:
Lost_In_the_Woods.ogg
Tension.ogg
While_We_Watch_The_Sky_Collapse.ogg
TW_ObsidianSorrow.ogg



******************************************************************
Happy New Year everyone! The end of this year has been surreal for me, seeing streams of refugees filter into my area from flooded regions, an entire week of classes cancelled with lots of teaching staff not being able to make it (not that I could teach even if I wanted to anyway, with no students showing up) and the town center looking more like a deserted, gigantic garbage dump than anything else, in the midst of the flood.

With the lack of work and activity recently, my idling has turned to random musings and wild theories. I've been contemplating if it's worth putting pen to paper (keyboard to notepad, to be precise :P) and to try and blunder my way through into making a mod of sorts.


Therefore I am wondering:
1)if there would be any interest in a puzzle/puzzle-like mod (with a focus on mostly logic/math) in addition to the accompanying story of course

2)if the escort freighter in Mask of Arcadius will be made a plot hook for an upcoming event in Rebirth of the Holy Empire (obviously a question for the devs), as we never actually found out what that freighter was carrying.

3)if there is a way to provide freeform numerical input, instead of choosing between dialogue options (I'm guessing there really should be)

4)if there is a way to provide a random result in outcome via RNG as a response to text choices.


I have a couple of things written down and a rough outline of the puzzles, but I'm thinking the coding will probably be a real pain to the uninitiated like myself, and so just wanted some feedback before I plunge into the whole thing.
« Last Edit: September 23, 2015, 05:28:31 pm by Drath »

Offline azure

Re: Puzzle mod anyone?
« Reply #1 on: January 01, 2015, 03:55:37 am »
Happy New Year!

Quote
1)if there would be any interest in a puzzle/puzzle-like mod (with a focus on mostly logic/math) in addition to the accompanying story of course
I'm always interested in seeing what mods other members of the community make.  Looking forward to it.

Quote
3)if there is a way to provide freeform numerical input, instead of choosing between dialogue options (I'm guessing there really should be)
Yes, and renpy.input will do the trick.  However, it will return a string, which will need to be converted into an int or float.  You would also need code to check if the user decides to enter something non-numerical.

Quote
4)if there is a way to provide a random result in outcome via RNG as a response to text choices.
Definitely possible.  The specifics depend on what you have in mind exactly.
« Last Edit: January 01, 2015, 03:58:26 am by azureflare »

Offline Endershadow

Re: Puzzle mod anyone?
« Reply #2 on: January 01, 2015, 05:02:46 am »
Happy New Year!

I'd be interested in playing it. If you need any help with it, feel free to ask me.

Please be careful not to fall into any holes in reality caused by my reality hole generator. If you do fall in though, I can assure you that there will be no adverse side effects except for the following: instantaneous mutation, loss of 1 or more vital organs, turning into banana pudding, amnesia, loss/growth of 1 or more limbs, additional vital organs, loss of DNA, insanity, hallucinations, destruction of the fabric of space and time, redundancy, redundancy, a craving for apples, the ability to see shinigami, for females: an erection lasting more than 4 hours, for males: extremely painful menstrual cramps, testicular inversion, gender swapping, the urge to watch my little pony, and/or death

Offline Marx-93

Re: Puzzle mod anyone?
« Reply #3 on: January 01, 2015, 09:49:35 am »
I would also love a logic/math based puzzle like Sunrider. Other say that the love Math or logic, but as a Physics student I live them. And by living them I mean having them hammered down on me and taking it with pleasure. If I don't have at least an hour of serious mathematical exercise a day I grow lazy (what happens on holidays).
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

Started writing. You can check it out here: Home

Offline Megillot

Re: Puzzle mod anyone?
« Reply #4 on: January 01, 2015, 02:12:53 pm »
Math? Like player having to calculate the distance to the enemy and firing angle to hit the target?

Offline Drath

Re: Puzzle mod anyone?
« Reply #5 on: January 01, 2015, 03:11:15 pm »
Math? Like player having to calculate the distance to the enemy and firing angle to hit the target?

Haha I swear I played something like that written in BASICA when I was young. Some cannonball game, where you take aim at the enemy's castle, IIRC. But no, I'm not planning on something that requires advanced trigonometry or calculus, sorry Marx  :P
I'm not a math major myself nor does my job entail much use of maths apart from the occasional biostatistics so it won't be highly technical. Its really rather something more along the lines of recreational mathematics and logic.

Anyway thank you all for the encouragement and support. It means a lot to me. I'm working on it right now, though being the slow coach that I am, please don't expect anything soon. Hopefully if I'm not too dumb at figuring code out and manage to get some appropriate background CGs, maybe I can have a rough draft of the first part (there will be 3 planned parts in all) out in say a week's time.

I don't want to scare away all the math phobes so it needs to be not completely inaccessible (at least the first puzzle will be relatively easy and intuitively friendly). But it wouldn't be fun if it was a complete walkover, so there certainly should and will be tougher ones later on. And now back to work for me...  :D 

Offline Psieye

Re: Puzzle mod anyone?
« Reply #6 on: January 02, 2015, 04:07:43 am »
Out of interest, which editor are you using for Ren'py?

Offline Drath

Re: Puzzle mod anyone?
« Reply #7 on: January 03, 2015, 02:21:21 pm »
I'm using regular Notepad to do rough drafts and copy paste into Editra. Probably a rather dumb way to do it. I'll take a look at Notepad++ later. First few runs, I hit some syntax errors like renpy not liking tabs in the script, missed colons, etc but so far it isnt hard to debug as renpy points those issues out just fine. Managed to get the initial event trigger, script and some animations set up. If I get time off tomorrow, I'll keep plugging at it.

Offline The Bigfoot

Re: Puzzle mod anyone?
« Reply #8 on: January 17, 2015, 11:16:00 am »
Any updates? it sounds like an interesting thing to attempt...

I do strongly recommend notepad ++ (all you need to do is replace tabs with 4 spaces, had over 400 of them at one point between testing small bits of code)
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline steve..au

Re: Puzzle mod anyone?
« Reply #9 on: February 11, 2015, 02:02:33 am »
This sounds like a great project, can you tell us what sort of puzzles you will have?

Any updates on the project?

Offline Drath

Re: Puzzle mod anyone?
« Reply #10 on: February 24, 2015, 11:23:23 am »
Lol k, first part is finally done. Posted the reason I've been gone for so long in the Sunrider reviews thread, so I won't repeat that here. Only wish to offer my apologies once again for not keeping to my promise. I've had time to do stuff back at my dad's place but no Internet access for a good number of days (yes the router at his place gave up on me T_T), hence further delay, after coming back last week.

I really didn't want to make the intro so long but somehow it felt like it would be abrupt if I'd just dived into the puzzles so I ended up cooking a whole intro to service things. Rest assured, the next parts will be more puzzle and less reading lol. I'm still not satisfied with the intro though and there are certainly many parts that could be expanded/improved, for example, the statue part was too short and the background graphics was a very rushed job, but well graphics aren't the focus at all and if I dallied any more I think I'd drive myself crazy so here it is for a first look. Also in terms of coding, I wanted Sunrider to warp to the relevant sector (just like with other missions) by using the galaxy map, but I must have missed out on some essential code as I could not quite get it to work, so this is just a temporary workaround for it.

Yes I know the puzzle is simple. Its meant to be easy. Didn't want to stump people with a tough one first and get them discouraged (but if everyone thinks its too easy, I'll consider changing it/adding something tougher). The next few will require more effort. I've playtested it a good number of times. So far no crashes or weird things happening.
Constructive criticism and feedback most, most welcome. "It sucks, you took this long to make a piece of crap, please go jump in a lake" is ok too, but that means I don't learn anything and continue to make sucky stuff, so I'm hoping I'll be worthy of a little more than that. :P


Please replace these old files in your "Sunrider\game" folder with the new files:
script.rpy
graphic inits.rpy
initialize.rpy
Make sure you have copied your old files to another folder first, so that you can restore it to its original state.

Please copy these files over to the Sunrider\game\Background folder:
blackcorridor2.jpg
lasercorridor2.jpg
sectorxr76alt.jpg
shrineback.jpg

EDIT: Made a few small changes to make the text a tad more readable (had a brainfart while writing some of those methinks) and included the 'nearest save file to the action' from one of my old playthroughs last year (v7.1a), to make it easier for playtesting.
« Last Edit: February 24, 2015, 12:54:24 pm by Drath »

Offline Drath

Re: Puzzle mod anyone?
« Reply #11 on: February 26, 2015, 08:35:01 am »
I'm working on scripts for the 2nd part now while refining the 1st part. I'm bad at graphics so I'll probably be keeping them to a bare minimum. Not going to promise a date, seeing as I still have stuff to manage over the weekend, papers to mark/tests to run etc, not to mention I still need to go through Sunrider Academy, I'm so behind time, ugh.

Comments/criticism/questions most welcome for first part.





Offline Drath

Re: Puzzle mod anyone?
« Reply #12 on: March 18, 2015, 03:37:54 pm »
Ok finally managed to finish the 2nd part of the mod and with it another 2 puzzles. I'm actually quite happy with these and consider them better and tougher than the puzzle in the 1st part. If you are not a maths major, I would actually be quite impressed if you solved the first puzzle in this 2nd part, using the intended method, without help or reference. Also included alternate routes of solving things (there is a best/intended way and an arguably easier but more costly way).
I'm taking ideas and requests for the final part and waiting for feedback on the first 2 parts. Only 2 downloads and no feedback so far sadly. :(

Anyway with the release of the 2nd part, I think its a good time to sit back and review things before embarking on the last part. Still not pleased with the graphics, but I think I will adjust them at leisure over time.

Please replace these old files in your "Sunrider\game" folder with the new files:
script.rpy
graphic inits.rpy
initialize.rpy
Make sure you have copied your old files to another folder first, so that you can restore it to its original state.

Please copy these files over to the Sunrider\game\Background folder:
blackcorridor2.jpg
lasercorridor2.jpg
sectorxr76alt.jpg
shrineback.jpg
lyrdneavroom.jpg

Please copy this file over to the Sunrider\game\Character\Side folder:
alpacano.png

All files above included in zipped format as attachment, including nearest save file for easier playtesting.


Looking forward to feedback. Happy puzzling :)

Offline Marx-93

Re: Puzzle mod anyone?
« Reply #13 on: March 18, 2015, 04:45:18 pm »
Ugh, sorry Drath, but real college Math is keeping me from having as much free time as I would want. I promise I'll check it out when I can.
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

Started writing. You can check it out here: Home

Offline Drath

Re: Puzzle mod anyone?
« Reply #14 on: March 23, 2015, 08:42:48 am »
No problem Marx. Been in tight schedules myself lately. Had a bit of time off last weekend to test patch 7.2 and Academy and its back to the grind again tomorrow for project work. Also have Dragon Age: Inquisition (not difficult but pretty long game) and Lords of Xulima (actually pretty challenging on higher difficulties) still waiting to be finished, so I'm a little torn as to what to do even when I have some spare time :P

But I have started planning for 3rd (last) part of mod, which tentatively involves another 3 puzzles (4th, 5th and 6th, counting from the very start) and the finale, which could involve a battle but probably won't turn out that way.
 
The 4th puzzle is quite straightforward but may take a bit of time to plot out. Will involve random rearrangements which hopefully won't be difficult to code.

The 5th puzzle is a complex undertaking and a bit like a mini-game in itself, which I really don't know if I can pull off properly. Haven't really thought this one out fully and this is where I would like feedback from the previous puzzles. I do like the mechanics it is based on though, so if its too difficult to manage, I'll probably end up simplifying all positions.

The 6th and last puzzle is difficult in theory but is too open ended to be easily coded. Will probably end up simplifying it a lot by giving outright options. Is it possible to code it as to make it able to "phrase open questions" via combining options? Might be a lot of work to get the syntax right. I wanna do it though even if I end up with a watered down version as it kinda wraps up the journey.

The finale, hmm, well I think I shouldn't spoil anything, but if you've gone through the first and second parts of the mod, I think you should be able to guess a few things as to what to expect.