The first things you register are the heat and the [[SCREAMS.->0.1]]
(display: "Variables")It takes you a few moments for your mind to catch up to all the stimuli it's receiving, but, regardless, the realization quickly dawns on you.
[[Something is burning...->0.2]]It's flesh.
[[//Human// flesh.->0.3]]You don't know how long you have before the fire gets to you, but you can already see some smoke coming in through the door. That's not good. You'd hate to be burned alive.
The screaming brings you back into the moment though. You have to get out. You have to get out //''now''//.
[[But I can't leave my supplies to burn.->0.4.1]]
[[You rush to the door.->0.4.2]]
[[The window is your safest bet.->0.4.3]]Your supplies! Your pack is still there at the side of your bed. You rush over and grab it, quickly putting on your holster and belt as you look at {(if: $try_door is true)[your only option](else:)[your two options]}.
(if: $try_door is false)[[[The door.->0.4.2]]]
[[The window.->0.4.3]]
(set: $get_pack to true)
(set: $revolver to true)
(set: $r_bullets to 6)
(set: $r_ammo to 24)
(set: $rope to true)
(set: $cash to 8.53)
(set: $cigarettes to 20)
(set: $matches to 50)//''Fuck!''//
The fire's closer than you thought. The knob was hot as fuck and you burned yourself. That explains why you can hear the screams. The fire must be on your floor already. You're not going to be able to go out that way.
[[The window. It is the only way left.->0.4.3]]
(if: $get_pack is false)[[[I have to grab my supplies first.->0.4.1]]]
(set: $try_door to true)
(set: $hand_burn to true)
(set: $hand_injury to true)You rush to the window and, unfortunately, you realize that your situation is much worse than you thought it was. Not only are you in a burning building(if: $hand_burn is true)[ with a freshly burned hand], but the town is under attack.
They've found you.(if: $get_pack is true)[
At least, you have your gun.]
(click: "Still, you'd rather take your shot with them than with the fire on the other side of the door.")[(set: $jump_out to true)(go-to: "0.5.1")](if: $try_door is false)[
[[Maybe the door is a better shot. You might be able to sneak out the back.->0.4.2]]](if: $get_pack is true)[
[[But they haven't seen you yet. You can pull off a few shots, catch them by surprise.->0.5.1]]](if: $get_pack is false)[
[[You should get your pack. You're going to need your revolver.->0.4.1]]]The view you have from your window is chaos. The building you're in is not the only one on fire and there are bodies littered on the street below. It takes your eyes a few moment to cut through the mess, but, thankfully, it's pretty easy to separate the attackers from the townspeople, since it seems like most of them are wearing red bandanas around their necks.
(if: $get_pack is true)[There's a few of them that you have a good shot on. ]There's three hiding behind a cart directly below your window and another two in the alleyway across the road. They're all firing at a few armed townspeople further down the road.{(if: $jump_out is true)[
<br><br>
{(if: $get_pack is true)[You adjust your pack to make sure you don't drop it in the jump, and as you](else:)[As you]} climb onto the windowsill you glance at the bandits one last time. Then, you jump.
You land on your feet{(if: $get_pack is true)[, but fall onto your hands{(if: $hand_burn is true)[. Pain surges through your burned hand, freshly burnt skin peeling peeling off and sticking to the dirt.](else:)[, scraping them.]}](else:)[.]}
Atleast, it doesn't seem like the bandits have noticed you. Good. Time to get out of here.
[[You see that there are a few horses nearby that are spooked, but still tied to their posts. Maybe you can ride out on one before anyone notices.->0.6.1]]<br>
[[There's an alleyway just a few feet to your left, maybe you can sneak away to a safer place without anyone noticing.->0.6.2]]<br>
{(if: $get_pack is true)[[[Fire on the three bandits hiding behind the cart.->0.6.3]]]}<br>
{(if: $get_pack is true)[[[Fire on the two bandits hiding in the alleyway.->0.6.3]]]}](else:)[
<br><br>
(if: $get_pack is true)[[[Fire on the three bandits hiding behind the cart.->0.6.4]]]<br>
(if: $get_pack is true)[[[Fire on the two bandits hiding in the alleyway.->0.6.4]]]<br>
[[They don't seem to notice you...Maybe now is a good time to jump out.->0.6.5]]<br>
(if: $try_door is false)[[[Actually, five might be too many to fight. Maybe trying the door is better.->0.4.2]]]]}(display: "Combat System"){(if: $jump_out is true)[{(if: $hand_burn is false)[{(if: $mc_attack >= $bandit_ac)[You're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss.]}](else:)[{(if: $mc_attack >= $bandit_ac)[Despite your fresh burn, you're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss. It seems like shooting with a freshly burned hand was not the best idea.]}]}](else:)[{(if: $hand_burn is false)[{(if: $mc_attack >= $bandit_ac)[You're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss.]}](else:)[{(if: $mc_attack >= $bandit_ac)[Despite your fresh burn, you're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss. It seems like shooting with a freshly burned hand was not the best idea.]}]}]}
The remaining bandits begin to turn towards you and that's when you realize, you're completely out in the open.
(click: "Maybe now's a good time to just cut and run.")[(set: $bandits_noticed to true)(go-to: "0.6.2")]
(click: "You could probably still put off another shot.")[(set: $bandits_noticed to true)(set: $inside to false)(go-to: "0.7.6")]{(if: $get_pack is true)[You adjust your pack to make sure you don't drop it in the jump, and as you](else:)[As you]} climb onto the windowsill you glance at the bandits one last time. Then, you jump.
<br><br>
You land on your feet{(if: $get_pack is true)[, but fall onto your hands(if: $hand_burn is true)[. Pain surges through your burned hand, freshly burnt skin peeling peeling off and sticking to the dirt.](else:)[, scraping them.]](else:)[.]}
<br><br>
Atleast, it doesn't seem like the bandits have noticed you. Good. Time to get out of here.
[[You see that there are a few horses that are spooked, but still tied to their posts. Maybe you can ride out on one before anyone notices.->0.6.1]]
[[There's an alleyway just a few feet to your left, maybe you can sneak away to a safer place.->0.6.2]]
(if: $get_pack is true)[[[Fire on the three bandits hiding behind the cart.->0.6.3]]]
(if: $get_pack is true)[[[Fire on the two bandits hiding in the alleyway.->0.6.3]]]
(set: $jump_out to true)There's three horses tied to a post outside. The fear is clear in their eyes as they each try to pull themselves away from the sounds of gunfire, the burning buildings, and the body of a dead horse. It must have been caught by a stray shot.
You might still be caught by a straight shot.
The thought shakes you out of your pause.
---
Description of 3 Horses
Horse 1 - black
Horse 2 - chestnut
Horse 3 - gray
Randomize abilities of each horse/level of fear that each horse has?
Level of fear = DC that MC has to beat
One horse should be an automatic success
Skill Check vs Fear DC/Horse Ability Randomization must happen before text appears. That will affect what the next passage says.
If Skill Check is lower than Fear DC, then next passage must say that the Horse winnies or bucks or something and the bandits notice.
Going down alleyway - hazardous
If bandits noticed you, you will get shot at but the shots must miss.
Options
Run Towards Stables
Run out of town(set: $mc_hair_length to 0)
(set: $mc_hair_desc to 0)
(set: $mc_hair_color to 0)
(set: $mc_height to 0)
(set: $mc_main_hand to 0)
(set: $mc_eye_color to 0)
(set: $mc_race to 0)
(set: $mc_gender to 0)
(set: $try_door to false)
(set: $hand_burn to false)
(set: $get_pack to false)
(set: $jump_out to false)
(set: $bandits_noticed to false)
(set: $revolver to false)
(set: $r_bullets to 6)
(set: $r_ammo to 0)
(set: $rope to false)
(set: $cash to 0.00)
(set: $cigarettes to 0)
(set: $matches to 0)
(set: $canteen to 0)
(set: $mc_attack to 0)
(set: $mc_init to 0)
(set: $enemy_attack to 0)
(set: $enemy_init to 0)
(set: $mc_ac to 10)
(set: $bandit_ac to 10)
(set: $hand_injury to false)Save after each passage, that way, if MC dies, the player has the option to go back to a previous place.
Allowing the player to save their place is probably a good idea.
Save Button?
Automatic save points? - I like this idea.
SAVE AT IMPORTANT EVENTS
FIGURE OUT SIDEBAR INVENTORY SITUATION
Look at what Todd sent me on Slack
Health?
How many times can you get shot?
Health bar?
Abstract Health or specific numerical hit points?
Variable that represents # of times shot
Maybe include place of injury?
Should injuries be specific or abstract? - Ties to Health question.
Death
Consider - is your character a 'hero' ie generally untouchable?
More interesting to just be a person
Maybe a single shot kills you?
Probably disappointing for players
Kind of like the brutality of it.
What does your Death Passage look like?
Basic Game Over?
Blank Passage?
Maybe Blank Passage & shot of a lone gunshot?Successful attempt to get on a horse
Variables affect the description of the horse based on which you chose
Give you option to stay and help (Shoot at the bandits from the horse?) or to ride out.
Riding out must probably be hazardous.Failed attempt to get on horse - Horse makes a noise
Initiative must be rolled at the top of the page.
If MC initiative is higher, you get to shoot at bandits or run away.
If Bandit initiative is higher, you get shot at.
Do they hit the horses?
If you are not hit, you get the options to run away or shoot back.
If you are hit, you get the options to run away or shoot back.Double-click this passage to edit it.Dive away from window as shots are fired and they miss.Double-click this passage to edit it.Shoot at them againDouble-click this passage to edit it.Double-click this passage to edit it.(event: when time >= 1.2s)[You are dead.]
(track: 'gunshot', 'playwhenpossible')gunshot: https://cdn.glitch.com/1be62471-66a4-4356-80e3-bdfffceb2783%2Fgunshot.mp3, https://cdn.glitch.com/1be62471-66a4-4356-80e3-bdfffceb2783%2Fgunshot.ogg
showControls: false(set: $mc_attack to (cond: $hand_injury,0,3)+(random: 1,20))(set: $enemy_attack to (random: 1,20))(set: $mc_init to (random: 1,20))(set: $enemy_init to (random: 1,20))(display: "Combat System"){(if: $jump_out is true)[{(if: $hand_burn is false)[{(if: $mc_attack >= $bandit_ac)[You're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss.]}](else:)[{(if: $mc_attack >= $bandit_ac)[Despite your fresh burn, you're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss. It seems like shooting with a freshly burned hand was not a good idea.]}]}](else:)[{(if: $hand_burn is false)[{(if: $mc_attack >= $bandit_ac)[You're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss.]}](else:)[{(if: $mc_attack >= $bandit_ac)[Despite your fresh burn, you're able to catch them completely by surprise and blow one of their heads off with your first shot.](else:)[You miss. It seems like shooting with a freshly burned hand was not a good idea.]}]}]}
The remaining bandits begin to turn towards you and that's when you realize, they've got a clear shot on you and you're still inside a burning building.
(click: "You see one of them aiming right at your head. Better to hide in a burning building than get shot, right?")[(set: $bandits_noticed to true)(go-to: "0.7.4")]
(click: "You could probably still put off another shot.")[(set: $bandits_noticed to true)(go-to: "0.7.6")]