Here's the current updates to my engine. They'll have some profound effect in gameplay.
1) Tappable walls, like the boulder which can attract attention from the guard. Both wall edges work (due to a code I added using the disturbance object for the birds moving in to replace the wall the bird places there.
2) CQC level 3 - Swinging
Bah, when the game comes into production, I'll probably have a complete CQC level list and swinging will be on one of the much higher levels. But at the moment, it's on level 3. Generally, your CQC level is displayed by your gems (in the game it'll be displayed by your score) Use the ?+swing code to get this ability and the accompanying CQC level.
Touch the guard to prepare for a swing and then move left or right. The guard will try to align with you then and whether he aligns to the west or east with you, you will toss him. If he hits a wall, it's an automatic death for the guard but otherwise, he'll push himself back up and continue to shoot at you. It takes a lot of practice in small areas (especially the tiny level in the engine). The bullet object stops your advances many times.
3) Bullet dodging
Okay, not like the Matrix bullet time or anything like that. When the bullet is invisible and not firing, touching it will push it out of the way. It checks if it's being blocked in any direction, south first, and if not, it moves that way. In other levels it will check a different direction first, it all depends on how the level was designed, but it doesn't require any big changes beyond the directions when needed. So if you're trying to get a way from a pursuing guard and run into an invisible object quickly move that way again. It shouldn't be as much a hinder, and it moves quicker (cycle 1 while moving after being touched, going back to normal cycle and starting the fire sequence again).
4) Pipe Smokescreen
Shoot the pipe (which happens to be built by a weak metal so even a dart can somehow penetrate it) and it breaks off, sending a load of smoke into the area. The guard will be distracted by it as well and run over to what's left of the pipe. Since he walked into the smokescreen, you have the chance to take him down... Some guards will be smarter than to walk in the smokescreen. Either way, guards will be somewhat distracted and sooner or later the 'stupid' guards that walk into the smoke will clean up the mess (the pipe object goes invisible and washes up after itself, becoming a pipe shard once more, zapping the shot and touch programs for good measure.
5) Falling Crates!
Haha, personally, this if my favorite. It's a little easier to use this tactic on the tiny engine 'level'. Disturb the birds first, then wait for him to go back into patrol (part of the patrol is glitched a little that he doesn't move to the right after being disturbed while facing north)... Once he's back in patrol, tap on the wall that was left by the doves. As soon as he gets around the corner, touch the top-most crate (in the game it can be either top or bottom) and all the crates will come tumbling, burying him for eternity!
6) Special CQC Wall Move
Tap the wall to get the guard's attention... Then as he rounds the corner, quickly touch the wall again to swing out and hit the guard, knocking him out (I think it knocks him out... If it does then I should have two programs for when he gets back up...) In the game, this will do damage based on your CQC level and 'current energy' which is displayed by Gems.
Game plans:
In the game, torches will be the 'free ammo', the ammo that's in the magazine but not ready to be fired. Each weapon has it's own rate of fire... In most shooters on ZZT you can just hold down SPACE or SHIFT DIRECTION to shoot. But here, you have to wait for the gun to cool for a moment, then it will reload via torch. I may use a player clone for this idea to work but if anything else, I'm going to experiment with non-player clone types beforehand... Less space used, more space available for game-based things like cutscenes and all the various levels.
I'm still interested in hearing everyone's thoughts on the idea so far! I promise this engine will be made into a game (programming isn't so boring to me... Weird I agree...)
Updates #2
1) Fixed Range Objects
They were moving too far out from the walls, so I set invisible walls behind them and gave them #if blocked programming to let them die in piece and still change those fake walls into solids.
2) Reload
In the stealth engine, the guard now reloads. This will be a crucial moment in the game to take advantage of, and I can't believe I left it out of the original engine. As he's reloading, he's DEFENSELESS so quickly take him out with a melee move or shoot him (while the guard is reloading, he's in alert mode, thus if you get a successful shot in, the guard will be hit by a poison dart rather than a sleeping dart).
3) Reload (Player)
I added this to the 'Silencer' engine. Using torches as bullets in your current clip, it automatically reloads when you no longer have ammunition in the fire position in the gun. Simply put, it's an 'infinite bullet' engine that, after shooting off a bullet, takes time to reload (yeah I know... clips have more than one bullet in them... Think of it as a bolt-action pistol o.o;;), and then takes a bullet from your clip (a torch) and adds it to your active bullets (ammo).
4) Silencer
You have a weapon in this one that can actually KILL. During gameplay on levels you are given this pistol weapon, you can switch the silencer on/off by shooting a hiding spot (in this case, the left wall corner). The general power of the pistol is based off your CQC level (in score) but not in this test engine. The pistol that's in this engine will not be in the original game cause it one-kills. There's a simple icon in the top left corner of a pistol with a white silencer attached to it (because ZZT doesn't recognize STK colors). With the silencer on, the power of the pistol is decreased (and in game cannot one-hit kill) but will not alert backup guards. Without the silencer, the general power of the pistol is shown (and if you're carrying a shotgun or some other louder-and-more-powerful-than-hell weapon) and the guard will fly back spewing blood. If he hits a wall, like with the 'swing' option, blood will splat on the wall (it'll be a red normal so you can't walk through it).
Still working on it. Further updates will be posted seperately... This post is getting big
Bah, okay, one more update on this: I went in and added the Energy Engine. It's in the far beginning Alpha stage, while my most developed engine is the stealth engine (which goes a little deeper into the Alpha stage). I'll continue working on the engine, but for almost four-five days I'll be gone elsewhere on a business trip. I'll see if I can sneak in a few codes every now and then when I get the chance. (Not during work of course...)