Home | Developer's Corner | Game Mechanics | Game Elements | Game Features | Fortune Maker™ | Dungeon Guide | Education | Media
LAN Cooperative Play
- Tired of exploring alone? Share the Fortune HunterTM activity running on your XO with a friend and let them take control of your legendary partner, Lytic. Together, players can explore the dungeons and face challenging foes, doubling the odds for survival. Players may also help each other out and work together to solve problems and find the hidden treasures. Two is better than one.
- This feature is coming at some point in the future and as such, details are currently unavailable. More information will be presented when development is further along.
Region Based Game Progression
- Choosing a region at the start of a game play through will change the progression of the game. Depending on which region is chosen, the game will take the player down different paths, altering the natural order of dungeon progression. Regardless of the region, however, the player will always end up at the same final dungeon. The player will be able to travel to all of the regions during a game and visit many areas around the world. Regions are also divided into very large areas, as to not cause any tensions among countries or areas where being specific may prove offensive. The entire earth is covered in the game. Regions will be described in the game during selection so the player knows which region they belong to, should they want to choose it.
- Each dungeon will also have a natural element to tie it together with a nice theme. These elements are ice, fire, desert, jungle, and astral.
Explorer's League - Networking Around the World
- The Explorer’s League is a term referring to the online network database for Fortune HunterTM. Players can connect online to see how other classrooms and schools are progressing in Fortune HunterTM and may also talk about the game with people from all over the world! The more we share, the more fun we have.
- This is a future development goal and is not currently implemented. More information and details will become available upon progression of this feature.
XOMETM - Avatar Customization Feature
- XOMETM (pronounced as English ‘home’) is an avatar customization feature that lets the player have a customized avatar to represent them in the game. The avatar is comprised of the XO logo symbol, but can be dressed up with various costumes and paraphernalia to add a personal touch to the player’s persona. These avatars will also be shown online in the Explorer’s League as well as be visible to friends when playing together.
- It is planned that there will be a light version of this feature so that it does not expand the game’s physical memory size too drastically. The light version will have fewer choices of customizable parts and the heavier version of this feature is always an option, providing there is enough room on the hard disk drive where the game directory is installed to.
- More information and details will become available when this feature is in production.
Fortune MakerTM (Custom User Game Creation Feature)
- Make your own fortune with Fortune MakerTM! This feature is a separate XO activity and will give teachers and students the ability to create and manipulate their own version of the game, choosing such things as level layout, problem enemy types, and game difficulty. This activity is an easy to use graphical interface creation tool that works hand in hand with the game to inspire creativity in all users up for the task.
Visit our Fortune MakerTM page to learn more and see all there is to know in detail!
Developer Dungeon Creation
- This work-in-progress feature allows developers to easily create custom maps using a flagged input string method into a text (.txt) document. Each dungeon is represented by a separate file. The 21 digit per room string is broken up into input flags and are labeled as follows. Also note that quotation marks “” are not used in the actual input file.
- In order to explain the string, it will be broken up into segments. The final string will have no indicators of these different segments and will be written as one continuous entity.
- Segment A – Door declaration: 01234567
- Doors locations and conditions are declared here. They are always handled in the order of North, South, West, and East, and are defined in specific string character positions. Position 0, 2, 4, and 6 can either be a value of ‘0’ for “no door” or ‘N’, ‘S’, ‘W’, or ‘E’, respectively for “a door” at the given direction. A string with a basic door on each wall would look like “N0S0W0E0”. The flags for each door are specified to give the door special properties. These flags fill the remaining positions of the string in positions 1, 3, 5, and 7. Each flag pertains only to the door preceding it. A door must always be specified with a following flag. The flags are as follows. Use ‘u’ for an unlocked door (this is the default), ‘l’ for a locked door, ‘p’ for a puzzle door, ‘b’ for a locked puzzle door, ‘e’ for a dungeon entrance door, or ‘x’ for a dungeon exit door. A basic unlocked door on each wall would look like “NuSuWuEu”. Note that rooms must be capitalized and flags must be lower cased.
- Segment B – Special conditions: 8
- Special conditions for the room are specified with this character. Use ‘M’ to have a merchant present in the room or ‘P’ for a puzzle room. Note that this character must be capitalized.
- Segment C – Enemy declaration: 9ABC
- Enemies will be declared in this portion of the string using given identification numbers to represent each one. Each character represents an enemy position in the battle, with a maximum of four enemies. To have an enemy in positions A and B, the string would look like “0110”. The list of enemy identification numbers will be available in the future.
- Segment D – Item declaration: DEFGHIJK
- Item declaration is noted in the last 8 characters of the room input string. The items will also have identification numbers (like the enemies). There may be a maximum of four items in a room and they are declared in positions D, F, H, and J of the string. The remaining positions of E, G, I, and K are flags for whether or not the preceding item is visible or a hidden item. This is done with a ‘v’ for visible or a ‘h’ for hidden. Note that these flags must be lower cased. A string with two visible items and one hidden item would look like “1v1v1h00”.
- The full string compiles as follows: “0123456789ABCDEFGHIJK”
- Sample null string, also used for an empty room: “000000000000000000000”
- The very first line of the text file is where the room dimensions are written in the format of column by row (CxR). Each room will be listed in the text file on a separate line.
- Here is a quick reference for writing these strings. ‘( )’ indicates one string element as each option is contained within. Remember that ‘0’ is used as a default and placeholder and ‘#’ represents an enemy / item ID tag.
(N) (ulpbex) (S) (ulpbex) (W) (ulpbex) (E) (ulpbex) (MP) (#) (#) (#) (#) (#) (vh) (#) (vh) (#) (vh) (#) (vh)
- To see what a full dungeon input text file looks like, here is the input to Dungeon 1 of Fortune HunterTM.
3x5 Nx0000Eu000001v000000 0000WuEu0110000000000 00Su00Eu000001h000000 00Su0000000001v000000 000000000000000000000 NuSb0000000001h1h0000 Nu0000Eu0100000000000 00SpWuEu000001v000000 Nb00Wu000000000000000 000000000000000000000 NpSu0000000001v000000 000000000000000000000 000000000000000000000 NuSe00000000000000000 000000000000000000000