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The Mutable Mutators Demo
by
Daniel Houck
Played 1,704 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Mutable Mutators" Use the serial comma and no scoring. Section 1 - The values A configuration is a kind of thing. Color is a kind of value. A configuration has color. The colors are red, yellow, green and blue. Shape is a kind of value. A configuration has shape. The shapes are pyramid, cube, sphere, and blob. Texture is a kind of value. A configuration has texture. The textures are glowing, translucent, reflective, and dull. To randomize (conf - a configuration): now the color of conf is a random color; now the texture of conf is a random texture; now the shape of conf is a random shape. To decide if (A - a configuration) is equivalent to (B - a configuration): decide on whether or not the color of A is the color of B and the texture of A is the texture of B and the shape of A is the shape of B. The printed name of a configuration is "[texture] [color] [shape]". Instead of examining a configuration, say "This is a [noun]." The target is a configuration. When play begins, randomize the target. Section 2 - The environment The Magic Room is a room. The Part is fixed in place in the Magic Room. "This room has the ability to change anything into anything else, which is fortunate. You are currently in great need of [a target], but all you have is [a Part]. Unfortunately for you, the room doesn't just do what you ask it to. Instead, it provides you with some magic wands which are your only ways of affecting the thing you bring in (other than picking it up when you're done). You can wave these wands, and various aspects of the thing will change, but every time you enter the room, the wands change. Each wand always obeys some rule, and figuring out those rules will probably greatly help you get your [target].[paragraph break]Remember, you:[line break]have [a Part][line break]have [a list of things held by the player][line break]and want [a target].". The Part is a configuration. Understand "cube" or "pyramid" or "sphere" or "blob" or "thing" as the Part. [Note: there has to be a better way than that. If the part's a sphere, this will still understand cube as the Part.] [I think, correctly or incorrectly, that the following rule ensures the puzzle is always solvable.] When play begins: Now the color of the part is the color of the target; now the texture of the part is the texture of the target; now the shape of the part is the shape of the target; let total times be a random number between 25 and 50; while the part is equivalent to the target: repeat with attempt running from 0 to total times: Try silently waving a random wand held by the player. [TODO: add a check for equality, and wave a random wand if the Part is the Target]. Doing something to the part is usually doing the impossible. Examining is not doing the impossible. Instead of doing the impossible: say "You cannot affect [the part] except with the magic wands until it becomes [a target].". Section 3 - The wands A wand is a kind of thing. Understand "wands" as the plural of wand. Understand "[any wand]" as waving. Wand 1 is a wand held by the player. Instead of waving wand 1: If the Shape of the Part is sphere: Permute the Texture of the Part using Table of Textures C; Otherwise: If the Color of the Part is blue: Permute the Texture of the Part using Table of Textures C; Otherwise: If the Color of the Part is green: Permute the Texture of the Part using Table of Textures B; Otherwise: If the Shape of the Part is blob: Permute the Texture of the Part using Table of Textures E; Otherwise: Permute the Texture of the Part using Table of Textures E. Wand 2 is a wand held by the player. Instead of waving wand 2: If the Texture of the Part is reflective: Permute the Shape of the Part using Table of Shapes B; Otherwise: If the Texture of the Part is translucent: Permute the Color of the Part using Table of Colors C; Otherwise: If the Texture of the Part is glowing: Permute the Color of the Part using Table of Colors E; Otherwise: If the Shape of the Part is pyramid: Permute the Color of the Part using Table of Colors C; Otherwise: Permute the Color of the Part using Table of Colors B. Wand 3 is a wand held by the player. Instead of waving wand 3: If the Shape of the Part is blob: Permute the Texture of the Part using Table of Textures C; Otherwise: If the Texture of the Part is dull: Permute the Color of the Part using Table of Colors C; Otherwise: If the Shape of the Part is cube: Permute the Color of the Part using Table of Colors C; Otherwise: If the Texture of the Part is reflective: Permute the Color of the Part using Table of Colors C; Otherwise: Permute the Color of the Part using Table of Colors C. Section 4 - The mutations To permute the shape of (conf - a configuration) using (tab - a table name): Repeat through tab: If the ShapeInput entry is the shape of conf: now the shape of conf is the ShapeOutput entry; rule succeeds. To permute the color of (conf - a configuration) using (tab - a table name): Repeat through tab: If the ColorInput entry is the color of conf: now the color of conf is the ColorOutput entry; rule succeeds. To permute the texture of (conf - a configuration) using (tab - a table name): Repeat through tab: If the TextureInput entry is the texture of conf: now the texture of conf is the TextureOutput entry; rule succeeds. Table of Colors A ColorInput ColorOutput red green green red blue yellow yellow blue Table of Colors B ColorInput ColorOutput red green green blue blue yellow yellow red Table of Colors C ColorInput ColorOutput red green green yellow blue red yellow blue Table of Colors D ColorInput ColorOutput red blue green red blue yellow yellow green Table of Colors E ColorInput ColorOutput red blue green yellow blue red yellow green Table of Colors F ColorInput ColorOutput red blue green yellow blue green yellow red Table of Colors G ColorInput ColorOutput red yellow green red blue green yellow blue Table of Colors H ColorInput ColorOutput red yellow green blue blue red yellow green Table of Colors I ColorInput ColorOutput red yellow green blue blue green yellow red Table of Shapes A ShapeInput ShapeOutput cube sphere sphere cube pyramid blob blob pyramid Table of Shapes B ShapeInput ShapeOutput cube sphere sphere pyramid pyramid blob blob cube Table of Shapes C ShapeInput ShapeOutput cube sphere sphere blob pyramid cube blob pyramid Table of Shapes D ShapeInput ShapeOutput cube pyramid sphere cube pyramid blob blob sphere Table of Shapes E ShapeInput ShapeOutput cube pyramid sphere blob pyramid cube blob sphere Table of Shapes F ShapeInput ShapeOutput cube pyramid sphere blob pyramid sphere blob cube Table of Shapes G ShapeInput ShapeOutput cube blob sphere cube pyramid sphere blob pyramid Table of Shapes H ShapeInput ShapeOutput cube blob sphere pyramid pyramid cube blob sphere Table of Shapes I ShapeInput ShapeOutput cube blob sphere pyramid pyramid sphere blob cube Table of Textures A TextureInput TextureOutput reflective translucent translucent reflective dull glowing glowing dull Table of Textures B TextureInput TextureOutput reflective translucent translucent dull dull glowing glowing reflective Table of Textures C TextureInput TextureOutput reflective translucent translucent glowing dull reflective glowing dull Table of Textures D TextureInput TextureOutput reflective dull translucent reflective dull glowing glowing translucent Table of Textures E TextureInput TextureOutput reflective dull translucent glowing dull reflective glowing translucent Table of Textures F TextureInput TextureOutput reflective dull translucent glowing dull translucent glowing reflective Table of Textures G TextureInput TextureOutput reflective glowing translucent reflective dull translucent glowing dull Table of Textures H TextureInput TextureOutput reflective glowing translucent dull dull reflective glowing translucent Table of Textures I TextureInput TextureOutput reflective glowing translucent dull dull translucent glowing reflective Section 5 - Winning Every turn waving: Say "You now have [a Part]."; If the part is equivalent to the target: say "Congratulations! You have created [a target]![paragraph break]"; Now the player is holding the part; Now all wands are in the Magic Room; say "Suddenly, a person appears and says 'I knew you could do it! Please, come with me and tell me about your experience in my magic room.'"; Now the left hand status line is "Congratulations!"; now the right hand status line is "Exit survey"; Now the player is in the Survey Room; Follow the survey rule. The Survey Room is a room. "The creator of the Magic Room would like to ask you a few questions here.". This is the survey rule: say "The person asks you, 'Please note any parting thoughts, preferably including how enjoyable and how difficult you found the game. When you are finished, please say "done".'". Finishing is an action applying to nothing. Understand "finish" or "done" or "finished" as finishing. Check finishing: if the player is not in the Survey Room, say "That's [a Part], not [a target]!" instead. Carry out finishing: Try saving the game; end the game in victory. Section 6 - The UI When play begins: now the left hand status line is "Target: [a target]"; now the right hand status line is "". Noting is an action applying to a topic. Understand "note [text]" as noting.