Articles by Liana P

Writing about things

article-hero

RPG demo in narrat with dungeon crawler and turn based combat elements

Liana P

Published on June 16, 2022

I built an RPG dungeon crawler demo for narrat as a way to test the engine and push the new recently added syntax improvements. It’s a pretty simple demo (about 200 lines of script) but involves picking a class, crawling through a dungeon and turn-based battles with random monsters.

battle

What the demo looks like

While making this demo, I found a few bugs to fix and added a lot of new commands to the scripting language (especially commands related to maths, see 2.1.0 news). Overall, making this demo has confirmed to me that it’s possible to write programs that use more complex logic than your average simple branching narrative.

battle

New examples system in the narrat repo

While making that demo, I also refactored the repo to be able to easily contain multiple example games and run each of them via environment variables. There is now an examples folder in the narrat repo with al the example/testing games.

Each example game can be run (or built) directly from the narrat repo, which makes it convenient to keep demos updated

The demo

You can play this demo and others at the narrat demos page.

The script

Here’s the full script for the demo:

main:
  set_screen rpg
  run setup_variables

setup_variables:
  set spells.fireball.cost 10
  set spells.whirlwind.cost 3
  set spells.heal.cost 12

restart_character:
  set_stat hp $player.maxHp
  set_stat mp $player.maxMp
  set victories 0

setup_character:
  set_stat hp 0
  set_stat mp 0
  set player.name ""
  set player.def 0
  set player.name (text_field "Choose your character's name")
  set best_victories 0


setup_rpg:
  set_button startGame hidden
  run setup_character
  run choose_class
  run start_rpg

start_rpg:
  run restart_character
  run enter_new_room

enter_new_room:
  play music game
  set pattern (run random_pattern)
  run show_room
  set_button go_left true
  set_button go_right true
  set_button go_front true

process_room:
  if (== $randomChance 1):
    "The room is empty."
  else:
    run random_battle

enter_and_process_room:
  run enter_new_room
  run process_room

show_room:
  set_screen (concat "dungeon_" $pattern)

choose_left:
  set player.direction left
  jump go_direction
choose_right:
  set player.direction right
  jump go_direction
choose_front:
  set player.direction front
  jump go_direction

go_direction:
  set_button go_left false
  set_button go_front false
  set_button go_right false
  "%{player.name} turns %{player.direction}."
  var randomChance (random 1 5)
  run enter_and_process_room

random_pattern:
  return (random_from_args "F" "FL" "FR" "LR" "FRL")

random_battle:
  play music battle
  set battle.attackedLast undefined
  run start_level
  set_button $player.class true
  run random_enemy
  "Suddenly, a %{enemy.name} appears!"
  jump battle

battle_end:
  stop music
  log $battle.result
  set_button $enemy.name false
  set_button $player.class false
  if (== $battle.result "won"):
    add victories 1
    "You defeated %{enemy.name}!"
    if (>= $victories $best_victories)
      set best_victories $victories
    run show_room
  else:
    set_screen rpg
    "You were defeated by %{enemy.name}! after %{victories} victories. Your best record is %{best_victories} victories."
    choice:
      "Restart?"
      "Yes":
        jump start_rpg
      "No":
        "Game over."

start_level:
  var level (random_from_args "grass" "cave" "dungeon")
  set_screen (concat "battle_" $level)


random_enemy:
  set enemy.name (random_from_args "goblin" "slime" "skeleton")
  set_button $enemy.name true
  set enemy.hp (random 2 10)
  set enemy.str (random 2 5)
  set enemy.def (random 1 3)
  set enemy.spd (random 1 3)

choose_class:
  choice:
    "Pick a class"
    "Wizard":
      set player.class wizard
      set player.maxHp 30
      set player.maxMp 60
      set player.def 1
      set player.spd 1
      set_level strength 1
      set_level agility 2
      set_level intelligence 3
    "Warrior":
      set player.class warrior
      set player.def 3
      set player.maxHp 100
      set player.maxMp 15
      set player.spd 2
      set_level strength 3
      set_level agility 2
      set_level intelligence 1
    "Rogue":
      set player.class rogue
      set player.maxHp 50
      set player.maxMp 30
      set player.def 2
      set player.spd 3
      set_level strength 2
      set_level agility 3
      set_level intelligence 1
  set_button $player.class true
  "Your stats: %{stats.hp.value} HP, %{stats.mp.value} MP <br /> %{skills.strength.level} strength, %{skills.agility.level} agility, %{skills.intelligence.level} intelligence <br /> Defence: %{player.def}, Speed: %{player.spd}"

battle:
  run get_attacker
  log $battle.attacker
  if (== $battle.attacker "player")
    run process_combat_options
  else:
    run enemy_attack
  if (<= (get_stat_value hp) 0):
    set battle.result "lost"
  else:
    if (<= $enemy.hp 0):
      set battle.result "won"
    else:
      run tick
      jump battle
  jump battle_end

get_attacker:
  log $battle.attackedLast
  if (== $battle.attackedLast undefined):
    if (> $player.spd $enemy.spd):
      "%{player.name} attacks first!"
      set battle.attackedLast "player"
      set battle.attacker "player"
    else:
      "%{enemy.name} attacks first!"
      set battle.attackedLast "enemy"
      set battle.attacker "enemy"
  else:
    if (== $battle.attackedLast "player"):
      set battle.attackedLast "enemy"
      set battle.attacker "enemy"
    else:
      set battle.attackedLast "player"
      set battle.attacker "player"

process_combat_options:
  if (== $player.class warrior):
    return (run warrior_combat)
  if (== $player.class wizard):
    return (run wizard_combat)
  if (== $player.class rogue):
    return (run rogue_combat)

warrior_combat:
  choice:
    "Choose an action"
    "Attack":
      return (run attack)
    "Whirlwind (%{spells.whirlwind.cost} MP)" if (>= (get_stat_value mp) $spells.whirlwind.cost):
      return (run whirlwind)

rogue_combat:
  choice:
    "Choose an action"
    "Attack":
      return (run attack)

wizard_combat:
  choice:
    "Choose an action"
    "Attack":
      return (run attack)
    "Fireball (%{spells.fireball.cost} MP)" if (>= (get_stat_value mp) $spells.fireball.cost):
      return (run fireball)
    "Heal (%{spells.heal.cost} MP)" if (>= (get_stat_value mp) $spells.heal.cost):
      return (run heal)

attack:
  var damage (+ 1 $skills.strength.level)
  run process_hit_on_monster $damage $enemy
  add_xp strength 1

fireball:
  var damage (* 3 (get_level intelligence))
  run process_hit_on_monster $damage $enemy
  add_xp intelligence 3
  add_stat mp (neg $spells.fireball.cost)

heal:
  var heal (* 2 (get_level intelligence))
  add_stat hp $heal
  add_xp intelligence 3
  add_stat mp (neg $spells.heal.cost)
  set_stat hp (min (get_stat_value hp) $player.maxHp)
  "%{player.name} healed for %{heal} HP!"

whirlwind:
  var damage (* 3 (get_level strength))
  run process_hit_on_monster $damage $enemy
  add_stat mp (neg $spells.whirlwind.cost)
  add_xp strength 3

enemy_attack:
  var damage (+ 1 $enemy.str)
  run process_hit_on_player $damage

process_hit_on_monster damage enemy:
  var final_dmg (run calculate_defenses $damage $enemy.def)
  add enemy.hp (neg $final_dmg)
  "The %{enemy.name} takes %{final_dmg} damage!"

process_hit_on_player damage:
  var final_dmg (run calculate_defenses $damage $player.def)
  add_stat hp (neg $final_dmg)
  "%{player.name} takes %{final_dmg} damage!"

calculate_defenses damage def:
  return (max 0 (- $damage $def))

tick:
  if (== $player.class "wizard"):
    add_stat mp 5
  if (== $player.class "warrior"):
    add_stat mp 1
  if (== $player.class "rogue"):
    add_stat mp 2


© 2023 Liana P, Built with Gatsby