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Published: 2011-02-20 21:37:56 +0000 UTC; Views: 3491; Favourites: 5; Downloads: 285
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Description
The latest update, version 37, can be found here: [link]Gynoid Conversion v36, an interactive, post-human singularity science fiction (text adventure) experience.
Gynoids created to serve man instead choose to force mankinds evolution... into them!
Download .zip archive on the above right, or from gynoid.game-host.org here: [link]
Based on the story Darwin Accelerated by Imperator Zor, [link]
Graphics provided courtesy of Imperator Zor, check out the originals at [link]
Requires a glulx interpreter, I like to use Windows Git (wingit, you can download the latest version here): [link]
Gargoyle is another great interpreter, with many more features than basic Git (including support for other gaming formats, available for Windows, Mac and Linux): [link]
This page lists interpreters for various operating systems (you need one that support glulx blorb, .gblorb files), [link]
Game uses graphics (inline images), but does not require graphics to play. Change graphics can be disabled if you like, for readability.
Dirtwater, Max and gynoid purchase code by shadowaura.
Inform 7 source code available on request.
Use the download link above to get the .gblorb file, open it with a glulx interpreter to play.
For Windows users, download the Gynoid Conversion.msi file here, and install: [link]
Contains gynoid transformations, adult, transgender and sexual themes.
New in version 36 beta since version 35 beta: Added compass rose and updated gynoid graphics engine. Updated Dirtwater extension to version 1/30/2011, expanding gameplay. Updated code and extensions for Inform 7 6G60.
NOTE: Color names have changed slightly, so if you get a "Undefined reference looking up entry in table XX" error every turn after you fully become a gynoid, try re-selecting and saving your colors using "set colors".
Ongoing development on rev037 alpha will be chronicled in the discussion thread here: [link]
See Changelog for more details (warning, SPOILERS!): [link]
Related content
Comments: 10
CKentavr [2012-02-15 22:53:29 +0000 UTC]
Also, [link]
I dunno, came with my phone. But context matters when you listen to something ^-^
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CKentavr [2011-12-12 23:00:16 +0000 UTC]
Looks like you did tons of work on this! Very cool.
I had trouble following the gynoid-overmind's instructions, as they scrolled off the page. If there was some sort of signal how angry it was with you... Or a way to 'default' to its commands, so I'm not flailing around in a circle (tho sometimes it's nice to push your luck) when I don't know where the target it's giving me is... Made that part almost frustrating.
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NukuNookee In reply to CKentavr [2011-12-13 00:12:34 +0000 UTC]
The group mind doesn't really get angry, but at a certain point (determined randomly, but weighted by your previous moves), it will move you in the necessary direction.
In the status bar, it will show your target and their current location.
I should probably add an "auto" command to just follow the group mind's directions.
If you are forced to change (don't volunteer / use the injector), it will take action automatically anyway. You can just use the "wait" command, and it will take action for you, on the same frequency as the NPCs.
👍: 0 ⏩: 1
CKentavr In reply to NukuNookee [2011-12-16 12:53:46 +0000 UTC]
I don't think the MCC counts it as voluntary if you got infected by using the injector on someone else, even if you used it multiple times.
Didn't notice that status bar info, it's a bit jammed up as is...
Wait is time-based, it would be nice to know the path it wants you to take - at least once you're tired of being the played, frustrated puppet. Which was totally awesome.
The amount of forethought you put into that was great!
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NukuNookee In reply to CKentavr [2011-12-16 22:02:28 +0000 UTC]
I've added a red direction indicator to the compass rose on the map, that will indicate the direction of your target. It's in the latest Gynoid Conversion alpha version, available here: [link]
There are also a lot of other changes since the rev 036 release, and a few bugfixes as well. See the Changelog file for details (possible spoilers): [link]
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CKentavr In reply to NukuNookee [2012-01-30 07:36:37 +0000 UTC]
That was very helpful.
I'm finding the MCC interrupting me in the dirtwater campaign... NPCs keep stealing stuff from me and triggering a fight. I can't seem to get NPC gynoids to put down their weapons and hide.
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NukuNookee In reply to CKentavr [2012-01-30 16:36:45 +0000 UTC]
Closing your backpack will keep hostile NPCs from stealing from you.
If the backpack is open and contains weapons (and armor in the latest alpha), they will steal from it.
I should probably tweak the gynoid NPC actions for Dirtwater a bit, they use the same AI routines as the main game.
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CKentavr In reply to NukuNookee [2012-01-31 03:07:16 +0000 UTC]
Okay, I didn't have it closed. Check.
It'd be nice if 'get everything' didn't clear out containers in your inventory... And that keys checked at least your wallet. Not sure if those are doable, though. But it'd be nice to have a keyring...
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NukuNookee In reply to CKentavr [2012-01-31 15:44:56 +0000 UTC]
"get all" is a built-in to Inform, though I could probably rewrite it to change it's behavior to ignore containers contained by the player.
I did have a keyring implemented once, but it was causing problems. The card keys aren't really "keys" as per the lock handling system, but are a kind of data storage device for the computer.
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CKentavr In reply to NukuNookee [2012-02-03 04:37:12 +0000 UTC]
Well, especially in the second part of the game you end up with a pile of them. I'm okay with inserting the cards and getting them back. But doors don't notice keys in the wallet, which seems odd.
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