Control and Interaction
CONTROL AND INTERACTION
On the screen your window into the world is represented as a room. This room will have entrances, exists, lift shafts, walls etc . . . . all of which you will find have 'normal' properties. This means that if you walk across a lift shaft you will fall down it, walk into a wall and you will bounce off, walk into a door (these are automatic for conviencence and just to make the coding more difficult, we like it that way) and it will open and you can pass through. Just to make things easy (and even easier to program, we like it more this way) we make the passing through a door a complete event, you cannot stop half way through. This technique of 'implied action' i.e. once you have decided to do something such as pick an object up, go through a door, stab somebody etc. then from your input up to the conclusion of that action is controlled (most of the time (we like it anyway)) by the program.
When you meet a character in a room he will either ignore you or you may enter a 'situation'. In a situation, and heavily dependent on the circumstances prevalent at the time one of the following may occur:
Whilst you may not be involved in a normal converstaion, you may observe others talking. Watch them closely because many tips and snippets of information can be acquired here. They may well be discussing you and your mission.
A multiple choice conversation is where your choice of response to a question will effect the immediate and future flow of the game. TThese multiple choice sessions normally start when the character interacting with you asks a question and you Kyne responds 'MMMM . . . . SHALL I . . . .', at this point all activity freezes until you have made your choice, so as not to prejudice you in the time taken to choose your reply. What happens then is that the bubble you are speaking will cycle round the possible resonses including a number of valid replies and 'SAY NOTHING'. For example a multiple choice conversation between you and a Snitch might be:
| Snitch to Kyne | 'WANT TO KNOW ANYTHING?' |
| Screen freezes | |
| Kyne | 'MMM . . . SHALL I . . .' |
| cycle start | 'ASK FOR INFORMATION?' |
| 'ASK ABOUT EVIDENCE?' | |
| 'ASK WHERRE CAN I GET A DRINK AROUND HERE?' | |
| cycle end | 'SAY NOTHING' |
When the option you require is showing you press the left hand mourse button, the game then restarts and the consequence of your choice will be acted out.
Should a character wish to fight with you he will normally say something aggresive like 'COME HERE YOU *** ****' whilst drawing his sword. The more observant amongst you will probably realise that this character is hostile. The less observant of you will shortly die. Remember that for all offensive actions there are equal and opposite defensive actions. It is very useful to try and learn in what sequence the oppositioon might string his actions together, you may spot an opportunity to attack (VERY BIG HINT). Remember all characters have different levels of combat skills and therefore all have different aggressive styles (VERY VERY BIG HINT).

You may get yourself arrested and taken somewhere (BIG HINT). This will mean that you the player will lose control and you will be taken to a destination. The exact mechanics of this arrest will be determined by previous game play: If you have previously been arrested and escaped you will
be 'wanted' therefore no questions will be asked other than 'Do you wish to resist arrest or submit?'. If you are a known killer the police may not bother trying to arrest you but kill you on sight.
IF (WANTED &&!=DEAD(SUSPECT))
{
ARREST(SUSPECT,JAIL_LOCATION);
THROWAWAY(KEYS);
}
Sorry wrong terminal !!
You may also find yourself challenged along the lines of 'DO YOU HAVE . . .' or 'ARE YOU CARRYING . . . . ' It is wise not to lie as characters will be able to see what you are carrying and will react to a false reply.
