*Caution: Long introduction follows*
When I was learning HTML, my method of learning about text, hyperlinks and basic formatting was the Choose Your Own Adventure games. Inspired by the many books, I have created several versions that are too small to publish or were so full of cliches that I would have been ridiculed. I love doing RPGs of this kind; it provides a challenge for both the writer and the reader.
Each installment, I try to add something new. CYOA I was a 15-page total (including wins and losses) mini-adventure. CYOA II was never actually undertaken, as I tried to bite off things I'm not sure I can chew today.
CYOA III was built entirely in FrontPage but didn't have too much more. Of note was the pictures, background music, and buttons.
I tried including an inventory, but failed to find a method. I had one, but it was actually a decoration at best; not a fully functioning inventory system. However, I was able to get away with it as it was relatively unimportant. (Bolded part is important to note)
CYOA IV was the first version to have multiple storylines but didn't require the completion of both. In 3, if you didn't complete both missions, you lost. This took a little of the CHOOSE out of it. Alternate storylines provided a gameplay that myself and my sisters enjoyed.
I am beginning the planning stages for a CYOA V. It will have all of the innovative new features I had or wanted to have before. (This one I will not build in FrontPage, but I will use it just to steal button images
) One of the features that I desperately wanted to integrate into the system was a fully functional inventory system. This will make the game more dynamic by allowing more choices, and more chances to screw up.
For example, in my last installmnent featuring the Great Pyramid, whenever the main character and his (your) friend needed to fight, there was always a sword convienently handy. I was required to do this because, with my knowledge at the time, if I wanted to do an inventory system, I'd have to exponentially increase the number of pages: One for with no items, one for with sword only, one for with bow only, one for both... too much of a headache. My project was nearing the 100-page mark as it was. So I had to bite the bullet and accept the inconsistiencies of my game. It wasn't easy.
My other desired idea also came from CYOA IV. In the latter half of the main adventure, the two main characters are captured by a mad long-dead pharaoh who asks "morality" questions and tortures you or your companion, depending on what answer you gave. Four questions would be asked, and each bolt would take off 25% health. To make it more challenging, your friend is at 50% since he was captured first, and you have to balance to keep both of you alive. Not all that challenging, but it was designed with my then-9 year old sister in mind. (The torture scenes were not graphic and had no pictures at all; just a lighting sound ripped from Star Wars)
What's the problem with the above paragraph? Well, in order to set up a health system, I had to create what I called a "knot of pages" with you at 100% friend at 50%, you at 75% him at 50%... you get the idea. I know there's an easier way to do all of this, but I didn't then.
So, after all of that, you have to know exactly what I want and how I want to apply it. What I want is to create an inventory system that works on multiple pages. I think it will require frames to get it to stay from page to page, but that doesn't get the actual inventory going, obviously. The other thing I want is a health system, so I can damage players or NPCs as needed, or restore their health. I know it's going to require something along the lines of JavaScripting, and I'm not afraid of that, but I am not sure where to begin. What I need is advice on how to do this.
To test out any replies that I'm getting, I will set up test page(s) with buttons to decrease a health bar and one to take in and out imagined inventory items. I'm sorry for the possibly excessive background, but I wanted to make sure every card was on the table.