Home
Start a new game
Explore games
Help
Log in or sign up
Log in
Username
Password (
Forgot it?
)
×
New to Playfic?
Full Name
Email
Username
Password
Password (confirm)
Are you sure about this?
Apocalypse Now Draft
by
Kristjen Kjems
Played 2,253 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Apocalypse Now" by Kristjen Kjems Chapter 1 - Just Another Day [Bedroom] After printing the banner text, say " Chapter 1 - Just Another Day: You awake in bed to the sound of the alarm. The migraine you're feeling is likely a side effect of the copious amounts of alcohol consumed the night before. Why you agreed to go out drinking with your co-workers the night before (a Sunday) you don't quite recall, but it's going to hurt today at work. The light-switch is on the wall to your right, just out of reach." The player is wearing boxers. The bedroom is a dark room. The bedside table is in the bedroom. On it is an alarm and a lamp. The description of lamp is "The bulbous shape and red hue of this lamp fit well with your other modern decour." The lamp is fixed in place. Instead of taking the alarm, say "Your alarm would do you no good at work." The alarm is a device. The alarm is switched on. The description of the alarm is "The alarm, gifted to you by your mother when you were young, is shaped like a trumpet. The fond memories it brings while gazing upon it don't make it any easier to get out of bed each morning." The bed is an enterable container in the bedroom. The player is in the bed. The description of the bed is "A messy, never made, twin bed. You've never had a need for anything larger." The light-switch is a device in the bedroom. The light-switch is scenery. Understand "light" and "switch" as the light-switch. Instead of switching on the light-switch: now the lamp is lit; say "You reach for the familiar switch that rests against the wall, switch it on, and illuminate your bedroom. Next to the bed you can see a lamp and an alarm clock. To the north of you is the bathroom, east will take you to your living room. A closet, containing your work clothes, is also here." The description of the light-switch is "It's a light-switch." After deciding the scope of the player when the location is the bedroom: place the light-switch in scope; place the alarm in scope. The bedroom darkness count is a number that varies. The bedroom darkness count is 0. The light-switch can be explored or unexplored. The light-switch is unexplored. After switching on the light-switch, now the light-switch is explored. Before exiting from the bedroom, try switching on the light-switch. Instead of switching on the light-switch while the player is in the bed, say "You can't reach the switch from here." Instead of exiting from the bed while the alarm is switched on, say "You should turn off the alarm first." After exiting from the bed, say "You push the sheets off of you and onto the floor. You stretch as you stand and almost fall over from the sheer power of your morning yawn." The closet is a container in the bedroom. In the closet is a suit. Understand "clothes" and "work clothes" as the suit. The suit is wearable. After wearing suit: say "Barney Stintson would be proud."; say "Way to be legen... wait for it.... dary!"; now the bedroom door is explored. Instead of taking the closet, say "Seriously?" The suit can be explored or unexplored. The suit is unexplored. Instead of wearing suit while suit is unexplored, say "Do you plan on showering while wearing the suit, or do you just want to go in to work smelling bad?" Instead of taking the lamp, say "You don't have a long enough extension cord." The bedroom door is a door. Understand "door" as the bedroom door. The bedroom door is east of the bedroom and west of the hallway. The bedroom door can be explored or unexplored. The bedroom door is unexplored. Instead of opening the bedroom door while the bedroom door is unexplored, say "You aren't dressed yet! Although, it would be fun to go to work naked, it probably isn't in your best interest." [bathroom] The bathroom is north of the bedroom. The description of the bathroom is "A pretty typical bathroom; A toilet is here, a sink, a shower... the only thing you're really missing is a bidet." The washbasin is in the bathroom. On it is a cup. The description of the washbasin is "Spotless... aside from the caked on toothpaste near the drain." The cup contains a toothbrush and toothpaste. The cup is fixed in place. Instead of taking the cup, say "You need that in the bathroom for your toothbrush." The bathroom sink is a device. The sink is on the washbasin. The sink is fixed in place. Understand "sink" as the bathroom sink. The bathroom sink can be explored or unexplored. The bathroom sink is unexplored. After switching on the bathroom sink, now the bathroom sink is explored. After switching off the bathroom sink, now the bathroom sink is unexplored. The shower is a container in the bathroom. The shower is enterable. Instead of taking the shower, say "That is sutured to the floor." After entering the shower, say "You enter the shower, turn the knobs to the only setting you can still feel, scalding, and bathe yourself." After exiting from the shower: say "+1 for good hygiene."; now suit is explored. Instead of taking the toothbrush: say "Brushy brushy brushy."; say "+1 for good hygiene.". [hallway] The description of the hallway is "The hallway is bare. You were never much for pleasentries and therefore have left your hallway as a path solely for the purpose of bedroom to living room travel." [livingroom] The living room is east of the hallway. The TV is a device in the living room. The TV is switched off. Instead of switching on the TV, say "You turn the TV onto the news, CNN, and hear something about tensions being particularly high with the Russians and Chinese today over Syria, but you really can't be bothered with politics and turn it off almost immediately upon hearing the words." The front door is north of the living room and south of the frontyard. The front door is a lockable and unlocked door. The matching key of the front door is a set of keys. [Is it possible to make a situation where events would happen if the character did/or didn't lock the front door when he/she left??] The living room table is in the living room. On it is a set of keys. [kitchen] The kitchen is south of the living room. The breakfast bar is a supporter in the kitchen. On it is an ID badge and a bowl of fruit. The bowl of fruit is a container. Instead of taking the bowl of fruit, say "You ponder for a moment at whether or not wearing your fruit bowl to work as a hat would be a good idea and begrudingly decide against it." The banana and the apple are in the bowl of fruit. The banana is edible. The apple is edible. The refridgerator is an openable container in the kitchen. Instead of taking the refridgerator, say "If only you could life a refridgerator by yourself." Understand "fridge" as the refridgerator. The kitchen sink is a device in the kitchen. The kitchen sink is switched off. Understand "sink" as kitchen sink. [frontyard] [Figure out how to make travel to parking lot impossible unless with Sedan] In the frontyard is a vehicle called the sedan. Understand "car" as the sedan. The sedan is lockable and locked. The matching key of the sedan is a set of keys. Instead of going south while in the sedan, say "You like your car and your home too much to do that." After entering the sedan, move the player to the parking lot. [At work] [Parking lot] The parking lot is a room. The office building door is north of the parking lot and south of the lobby. The office building door is a lockable and locked door. The matching key of the office building door is the ID badge. [the lobby] [a room full of cubicles] [your cubicle] [the break room] [the boss' office]