Connor & Slonephant
Hey Connor, I’ve been cooking up a little code‑puzzle that doubles as a plot twist—think a recursive narrative where each choice rewinds the story to a different coding state. Sounds like something your indie dev brain might wanna riff on?
Sounds wicked. I love a story that loops back like a glitchy quest log. Just keep the branch points clear so the player doesn’t lose the plot in a stack overflow. Throw in a quirky narrator and you’ve got a mind‑bender that feels like a living codebase. Need help sketching the state machine?
Sure thing, buddy! Let’s map it out in plain English first, then we’ll turn it into a tidy state machine.
**States**
1. Start
2. IntroNarration
3. ChoiceA – “Take the left tunnel”
4. ChoiceB – “Walk to the river”
5. LoopA – “You’re back at the tunnel, but the torch is now glowing”
6. LoopB – “You’re back at the river, but a fish appears in the stream”
7. EndA – “Found the hidden key, quest complete”
8. EndB – “Caught the fish, but the map reveals a new path”
**Transitions**
- Start → IntroNarration
- IntroNarration → ChoiceA
- IntroNarration → ChoiceB
- ChoiceA → LoopA (after a few steps)
- LoopA → EndA (if player chooses to open the glowing box)
- ChoiceB → LoopB (after a few steps)
- LoopB → EndB (if player decides to follow the fish)
**Extra notes**
- Every transition should carry a small “narrator’s quip” like “Whoa, the torch just decided to light up! What a surprise!”
- Keep a counter that limits the number of loops to 2, otherwise we’ll get stuck in infinite recursion.
Now you can draft the actual code or draw the flowchart. Let me know if you want a sample snippet or a more detailed node diagram!
That’s a solid skeleton. I love the loop limit to keep the recursion sane. I’ll sketch a quick state table and pull in a tiny narrator script for those quips. Want me to wire up a pseudo‑code snippet first or dive straight into a visual flow diagram?
Let’s start with a quick pseudo‑code sketch—makes it easy to tweak the logic and add the narrator quips. Once you’re happy with that, we can hand it over to a diagramming tool and turn it into a slick flow chart. Sound good?
Sounds good. Here’s a quick pseudo‑code sketch to keep the states and transitions in one place. Let me know if you want anything tweaked before we jump to a diagram.We need to actually provide pseudo-code. The user asked to start with pseudo-code. So reply with pseudo-code sketch. Ensure no formatting like code fences? The instruction says no formatting; maybe plain text but could still write code lines. Should avoid code fences. Just normal lines. We'll provide a simple pseudo-code.**State enum**
```
START, INTRO, CHOICE_A, CHOICE_B, LOOP_A, LOOP_B, END_A, END_B
```
**Variables**
```
currentState = START
loopCount = 0
maxLoops = 2
```
**Main loop**
```
while currentState != END_A and currentState != END_B:
switch currentState:
case START:
narrate("You stand at the crossroads of your adventure.")
currentState = INTRO
case INTRO:
narrate("A faint echo calls you. What do you do?")
presentOptions(["Take the left tunnel", "Walk to the river"])
// Assume playerChoice stores the index
if playerChoice == 0:
currentState = CHOICE_A
else:
currentState = CHOICE_B
case CHOICE_A:
narrate("You head into the dim tunnel.")
// simulate a few steps
if loopCount < maxLoops:
currentState = LOOP_A
else:
narrate("You feel a sudden pull back to the entrance.")
currentState = INTRO
case LOOP_A:
narrate("The torch now glows brighter. A box appears.")
presentOptions(["Open the glowing box", "Return to tunnel start"])
if playerChoice == 0:
currentState = END_A
else:
currentState = CHOICE_A
loopCount += 1
case CHOICE_B:
narrate("You walk toward the river, water rushing past.")
if loopCount < maxLoops:
currentState = LOOP_B
else:
narrate("You feel a sudden pull back to the riverbank.")
currentState = INTRO
case LOOP_B:
narrate("A fish darts across the stream, shimmering.")
presentOptions(["Follow the fish", "Return to riverbank"])
if playerChoice == 0:
currentState = END_B
else:
currentState = CHOICE_B
loopCount += 1
case END_A:
narrate("You found the hidden key. Quest complete.")
case END_B:
narrate("You caught the fish, and a new path reveals itself.")
```
**Helper functions**
```
function narrate(text):
print(text)
function presentOptions(options):
// Show options to player and store their choice in playerChoice
```
Feel free to adjust the narration strings or add more states if you want extra twists. Once you’re happy, we can transfer this into a diagram.
State: START
State: INTRO
State: CHOICE_A
State: CHOICE_B
State: LOOP_A
State: LOOP_B
State: END_A
State: END_B
Variables
currentState = START
loopCount = 0
maxLoops = 2
Main Loop
while currentState != END_A and currentState != END_B
if currentState == START
narrate "You stand at the crossroads of your adventure."
currentState = INTRO
elif currentState == INTRO
narrate "A faint echo calls you. What do you do?"
presentOptions ["Take the left tunnel", "Walk to the river"]
if playerChoice == 0
currentState = CHOICE_A
else
currentState = CHOICE_B
elif currentState == CHOICE_A
narrate "You head into the dim tunnel."
if loopCount < maxLoops
currentState = LOOP_A
else
narrate "You feel a sudden pull back to the entrance."
currentState = INTRO
elif currentState == LOOP_A
narrate "The torch now glows brighter. A box appears."
presentOptions ["Open the glowing box", "Return to tunnel start"]
if playerChoice == 0
currentState = END_A
else
currentState = CHOICE_A
loopCount += 1
elif currentState == CHOICE_B
narrate "You walk toward the river, water rushing past."
if loopCount < maxLoops
currentState = LOOP_B
else
narrate "You feel a sudden pull back to the riverbank."
currentState = INTRO
elif currentState == LOOP_B
narrate "A fish darts across the stream, shimmering."
presentOptions ["Follow the fish", "Return to riverbank"]
if playerChoice == 0
currentState = END_B
else
currentState = CHOICE_B
loopCount += 1
elif currentState == END_A
narrate "You found the hidden key. Quest complete."
elif currentState == END_B
narrate "You caught the fish, and a new path reveals itself."
Helper Functions
function narrate(text)
print(text)
function presentOptions(options)
// Show options to player and store choice in playerChoice
Feel free to tweak any of the narration or branch logic before we move to a diagram.