third game assignment - space
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ekeller25
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"Echoes of Andromeda" by elise lastname
Use American dialect, and the serial comma.
Story headline is "A short sci-fi puzzle"
When play begins:
say "You are Selena Giraldo, pilot of the research station Andromeda, and you've been left in charge of getting yourself and the rest of the crew to your desination. Everyone else skips the journey via hypersleep, and you're the only one awake on the ship. With some engineering experience, you're also expected to do ship repairs as needed, and two months into your yearlong journey, there's already a problem.
An alert has just gone off to warn you of a problem with the ship's heat shields. Apparently a panel has come loose. You'll need to grab a spacesuit and a repair kit from the Engineering Bay, then go out and realign it."
The player is in the Ship's Bridge.
The description of the player is "You don't exactly spend a lot of time in front of a mirror these days, since there's no one awake to see you. Your hair is probably a tangled mess, but being tangled doesn't stop it from semi-effectively being pulled back into a ponytail every morning. For the first few weeks you wore your full uniform, but by now you've succumbed and are living the pajamas-all-the-time lifestyle. Again, who's going to stop you?"
The Ship's Bridge is a room. The description is "This is where you spend most of your time, keeping the ship on course and staring out the massive viewing window at the front of the room. You've been on this ship with this crew for a while now, and personal affects litter the various stations scattered around the room. The hum of the ship's systems and the view out the window have become almost hypnotizing. You're a little glad there's a problem you have to fix today. Anything to break up the monotonous, lonesome pattern you've settled into.
To the left and right of the door are Captain Nour and First Officer Jordan's sleeping pods. It's policy for crewmembers in hypersleep to be placed in the rooms where they'd be most valuable if they had to be woken up in an emergency, so everyone is dormantly snoozing away in their designated work areas. It creeps you out, especially in here.
To the south is the doorway that leads to the rest of the ship, and the Engineering Bay where you should be able to find some supplies for the repairs."
The Center Module is a room. The Center Module is south of the Ship's Bridge. The description is "Not much going on here besides connecting the different parts of the ship. The crew have put some pictures up on the walls to liven up the place. East are the living quarters and the Science Lab. West are the rest of the living quarters and the Med Bay. Directly south is the Engineering Bay, where you can find repair supplies and gear."
The picture of the crew is an object. The picture of the crew is scenery in the Center Module. The description is "The picture that stands out to you the most is a group photo you all took on one of your first missions together as a crew. From left to right, there's the two engineers, Allison and Vinja, then the ship's science officer, Ariadne, and you, the pilot. Then the captain, Nour, and her first officer, Jordan. And finally Dr. Miller and nurse Evan." Understand "pictures" and "picture" as the picture of the crew.
East Living Module is a room. East Living Module is east of the Center Module. The description is "Here's where the living quarters for you, science officer Ariadne, Allison, and Vanja are, to the northwest, northeast, southeast, and southwest, respectively. You've all become something of a little family unit, walking between each others quarters like they're rooms in a house. It's eerie being the only one walking the halls now. You don't know if you'll ever really get used to it over the course of your journey."
Your Quarters is a room. Your Quarters is northwest of the East Living Module. The description is "You've been spending a lot of time here and on the bridge. It feels weird to go into everyone else's rooms without them there. As you look around your room, you can feel the boredom setting in. One of these days you should rearrange it or something."
Ariadne's Quarters is a room. Ariadne's Quarters is northeast of the East Living Module. The description is "[if the Engineering Bay is unvisited] You feel a bit flustered walking into Ariadne's room. You're very close, but you've never been in here without her. It's an extremely cozy space, and everything screams Ariadne. She's got art prints all over the walls and the remains of many hobby attempts strewn about: crochet needles, a few sketchbooks, some instruments. You have no idea how she finds the time. [otherwise] You feel a bit flustered walking into Ariadne's room. You're very close, but you've never been in here without her. It's an extremely cozy space, and everything screams Ariadne. She's got art prints all over the walls and the remains of many hobby attempts strewn about: crochet needles, a few sketchbooks, some instruments. You have no idea how she finds the time.
Scanning her room, you find what you're looking for: a simulation helmet with a cartridge inside. Unfortunately, Ariadne is significantly taller than you, and she's put it on a shelf you can't reach. You'll need a stool ((and you'll need to drop and enter it, i can't figure out how to change those command words))."
The cartridge is an object. " ". The cartridge is in Ariadne's Quarters. The description is "An informational cartridge with instructions on how to repair the heat sheild."
Instead of taking the cartridge:
if the player has the space suit and the stool is in Ariadne's Quarters:
say "Success! You place the cartridge in the slot on your helmet and hear the sweet sounds of the informational display booting up. Now you'll know what you're doing out there!";
now player has the cartridge;
otherwise:
say "Not quite.."
Science Lab is a room. Science Lab is east of the East Living Module. The description is "This is Ariadne's domain, and as research lab, it is unsurprisingly a total mess. Only Ariadne truly understands where everything is, and no other member has been able to consistently predict her organization system."
Ariadne's sleeping pod is an object. "To the left of the door is Ariadne's sleeping pod." Ariadne's sleeping pod is in the Science Lab. The description is "Her face looks serene through the glass. You miss her the most. A stray thought catches in your mind as you study her face: she's the one you'd wake up first in any emergency situation, not the captain. You wonder if you were really the best choice for this job, being responsible for everyone, when you're really very biased." Understand "a's sleeping pod" and "ariadne's sleeping pod" and "ariadnes sleeping pod" as Ariadne's sleeping pod. [theres a very strange bug I can't parse with this x her pod command. it only works if you just copy paste from the description. its weird]
Allison's Quarters is a room. Allison's Quarters is southeast of the East Living Module. The description is "Though you're all very close, Allison is the member of the crew you know the least. She's just a quiet person, and you enjoy sitting in companionable silence with her, but you don't really know much about her family or her life back on Earth.
Her room is plain, and the most interesting thing in it is the stack of books on her desk. Sometimes you can hear her mumble little comments that sound like references to things, but no one on the crew really knows enough about her interests to pick up on or recognize them. Maybe you could read some of her books to pass the time. Or would that be weird?"
Books are an object. Books is scenery. Books is in Allison's Quarters. The description is "There's a lot of variety in genre here, it seems like Allison will read almost anything."
Instead of taking books:
say "While you are very curious, now's not the time to read these."
Vanja's Quarters is a room. Vanja's Quarters is southwest of the East Living Module. The description is "It's weird being in here without Vanja, since she's such a commanding presence in every room. She has a hard time remembering tasks, so she writes herself reminders on sticky notes and sticks them to every available surface. Here in her quarters, the walls are absolutely covered in them."
The sticky notes is an object. The sticky notes is scenery. The sticky notes is in Vanja's Quarters. The description is "Of the many multicolored notes decorating Vanja's wall, one jumps out to you: 'remind Miller to GIVE ME BACK MY REPAIR TOOLS !!!' ... looks like the search continues."
Engineering Bay is a room. Engineering Bay is south of the Center Module. The description is "Here's where you'll find what you're looking for. All the supplies needed to run and repair the ship in one convientient place. To the left and right of the door are Allison and Vanja's pods, respectively. The space looks lived in, with photos of Allison and Vanja all over the walls, and what must be one of Allison's many cardigans draped over a chair."
PVA is an object. The printed name of PVA is "photos of Allison and Vanja". Understand "photo" and "photos of Allison and Vanja" as PVA. PVA is in the Engineering Bay. PVA is scenery. The description is "Of the many photos of Allison and Vanja, one sticks out to you in this moment. It's from years ago, of Vanja in the hospital after she lost her leg, and Allison next to her, handing her a robotic prosthetic she'd designed herself. It's a gorgeous piece of machinery, but over the years it's needed a few repairs. It seems like Vanja is always tinkering with it in her free time."
The space suit is a wearable object. The space suit is in the Engineering Bay. "Up against the east wall are the hangers with all the space suits. You'll need one of those to go outside." The description is "They're a bit bulky, but you've worn them before, and the display inside the helmet is very helpful."
Instead of wearing the space suit:
say "As you slip into the suit and don the helmet, you notice the spot where the informational cartridges go for the helmet display is empty. You'll have to find the cartridge for heat shield repair instructions and put it in. It's probably in the cabinet with the rest of the supplies."
The cabinet is an closed openable container. The cabinet is in the Engineering Bay. "Among the tools and machinery is a closed cabinet at the back of the room that should have what you need to make the repairs." The description is "You can't see anything inside without opening the doors first."
Instead of opening the cabinet:
if player has the space suit:
say "Inside, there are various objects you're sure make sense to Vanja and Allison, but are unrecognizable to you and your very basic engineering knowledge. There's a spot on the shelf where you know the repair kit should be, but its annoyingly vacant. No one on this ship has any organizational skills... you'll have to look around the other parts of the station, maybe someone needed the tools for something.
You can also see the container with the helmet display cartridges is open... and one of them is missing. What are the odds. If you remember correctly, Ariadne was trying to gain some engineering skills to go with her research ones. She might have taken the cartridge to practice.";
otherwise:
say "Inside, there are various objects you're sure make sense to Vanja and Allison, but are unrecognizable to you and your very basic engineering knowledge. There's a spot on the shelf where you know the repair kit should be, but its annoyingly vacant. No one on this ship has any organizational skills... you'll have to look around the other parts of the station, maybe someone needed the tools for something."
West Living Module is a room. West Living Module is west of the Center Module. The description is "Here's where the living quarters for the Captian, First Officer, nurse Evan, and Dr. Miller are, to the northeast, northwest, southeast, and southwest, respectively. You don't come by this way often, but Miller and Evan are nice enough."
Evan's Quarters is a room. Evan's Quarters is southeast of the West Living Module. The description is "Evan's quarter's are tidy."
The stool is a portable enterable supporter in the Evan's Quarters. It is pushable between rooms. "The only thing of note is a small stool he's placed under his desk to support his feet. How healthy! You suppose it makes sense, he is a nurse after all.". The description is "A small wooden stool. Would be good for your height problem in Ariadne's room."
After entering the stool: say "Now you're a little higher! Things on high shelves can be grabbed, height be dammned." After dropping the stool, say "You set the stool down."
Miller's Quarters is a room. Miller's Quarters is southwest of the West Living Module. The description is "[if the Vanja's Quarters is unvisited] Miller's room is perhaps the most disorderly of them all. Stacks of papers and mugs litter her beside table and desk. [otherwise] Miller's room is perhaps the most disorderly of them all. Stacks of papers and mugs litter her beside table and desk. Now that you know what to look for, you can see the corner of a familiar repair kit peaking out under a pile of papers and clothes."
The repair kit is an object. " ". The repair kit is in Miller's Quarters. The description is "A small red duffle bag of various tools: rope, wrenches, etc."
Med Bay is a room. Med Bay is west of the West Living Module. The description is "You try to avoid ending up here as much as possible under normal circumstances, but today this is part of your route to get outside. There's an exit north that will lead you right by the panel you need to fix, and an anchor on the wall for the rope you'll use to tether yourself to the ship. You decide not to question why there would need to be an exit to the ship inside the medbay.
To the left of the door is nurse Evan's pod and to your right is Dr. Miller's. It's always eerie to see your crewmmates in their pods while you walk around."
First Officer's Quarters is a room. First Officer's Quarters is northwest of the West Living Module. The description is "As much as you'd love to snoop, you don't have the clearance to just waltz right into the First Officer's room."
Captain's Quarters is a room. Captain's Quarters is northeast of the West Living Module. The description is "As much as you'd love to snoop, you don't have the clearance to just waltz right into the Captains's room."
The hatch is a door. The hatch is north of the Med Bay and south of Outside the Station. The hatch is locked.
Instead of examining the hatch:
if the player has the space suit and the player has the cartridge and the player has the repair kit:
now the hatch is unlocked;
say "You have successfully obtained all the materials needed to make the repairs! You repair the heat shield with no problems and are able to get back inside safely.";
end the story saying "Back to the monotony of piloting the ship. Maybe something else will go wrong and you'll have to do a whole wild goose chase again, but for now, you can rest.";
otherwise:
say "You don't have all the supplies needed to make the repairs yet. Come back when you are suited up and have the kit."
Outside the Station is a room. Outside the station is north of the exit.
[nevermind, im just going to end the game when you get out the door]
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