(display: "menu"){ (track: 'tdod-theme', 'loop', true) (track: 'tdod-theme', 'playwhenpossible') } <img class="logo" src="gfx/tdod_logo.png"> <center>Writing, code and music by Flaterectomy for Ludum Dare 53 Some contributions by ChatGPT</center> <span class="play">[[Play|play]]</span>(unless: $playedBefore is 1)[(go-to: "intro")](display: "startVar")(display: "header") You are probably aware by now that you are a delivery robot, tasked to make deliveries in Metropolitan Spike City. No need for that intro! [[But I want the intro!|intro]] [[Let's get delivering!|getJob]](display: "header") (display: "generateDestination")(either: "Here's a task for you!","Got a job for you!","Here's something to spend your time with!","You are hereby officially assigned an assignment!","A job's a job!","No time to rest!") Deliver this parcel to (print: $jobDestination's 2nd) on (print: $jobDestination's 3rd). [[Head on out|L4-A2]](set: $currentLocation to "L5-A2")(display: "encounter")(display: "header")<h1>Fission Power Plant</h1> This district houses the main conventional nuclear fission plant of Metropolitan Spike City, which provides energy to all levels of the city. Advanced AI and robotics systems are used to efficiently manage the production and distribution of energy. [[West|L5-A1]] [[East|L5-A3]](set: $currentLocation to "L5-A1")(display: "encounter")(display: "header")<h1>Environmental Monitoring</h1> Responsible for monitoring the environment and ensuring the Metropolitan Spike City's energy and utility systems are operating in an environmentally sustainable manner. Advanced sensors and AI systems are used to track air quality for resident-units with respiratory cybernetics, and other environmental factors. [[East|L5-A2]] [[South|L5-A4]](set: $currentLocation to "L5-A3")(display: "encounter")(display: "header")<h1>Climate Control</h1> Responsible for maintaining the ideal temperature and climate conditions throughout Metropolitan Spike City, using advanced heating, ventilation, and air conditioning (HVAC) systems. [[West|L5-A2]] [[Southwest|L5-A5]] [[South|L5-A6]](set: $currentLocation to "L5-A4")(display: "encounter")(display: "header")<h1>Energy Storage</h1> This district houses the metropolis' advanced energy storage facilities, which use cutting-edge technology to store excess energy generated by the power grid for later use. [[North|L5-A1]] [[South|L5-A7]](set: $currentLocation to "L5-A5")(set: $currentLevel to 5)(display: "encounter")(display: "header")<h1>Level 5 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. [[Northeast|L5-A3]] [[Southwest|L5-A7]] [[Up|L6-A5]] [[Down|L4-A5]](set: $currentLocation to "L5-A7")(display: "encounter")(display: "header")<h1>Recycling Center</h1> Specialized in the efficient and sustainable processing of waste materials. The center is able to sort, clean, and process a wide variety of materials, including plastics, metals, and organic waste. These materials are then reused or recycled to create new products and reduce waste in the metropolis. [[North|L5-A4]] [[Northeast|L5-A5]] [[East|L5-A8]](set: $currentLocation to "L5-A6")(display: "encounter")(display: "header")<h1>Renewable Energy</h1> This district is dedicated to the development and implementation of renewable energy sources, such as solar, wind, and geothermal power. Advanced research facilities and cutting-edge technology are used to optimize the use of these energy sources. [[North|L5-A3]] [[South|L5-A9]](set: $currentLocation to "L5-A9")(display: "encounter")(display: "header")<h1>Water Treatment</h1> This district houses the advanced water treatment and purification facilities that provide clean water to the metropolis. Advanced technology is used to monitor and maintain the quality of the water supply. [[North|L5-A6]] [[West|L5-A8]](set: $currentLocation to "L5-A8")(display: "encounter")(display: "header")<h1>Waste Management</h1> This district specializes in managing the waste and recycling of Metropolitan Spike City, using advanced robotics and AI systems to efficiently sort and process materials for recycling. [[West|L5-A7]] [[East|L5-A9]]<span class="headerInfo"><span class="headerInfoLeft">(set: $time to it + 5)Time: $time | Experience credits: $xp (if: $xp > 0)[(spend (if: $xp is 1)[this](else-if: $xp > 1)[these] at Robotics Research on Level 6)]<!-- tmp: Encounter: $randomEncounter--><br />Current location: Level $currentLevel <!--($currentLocation)--><br />(if: $jobDestination is 0)[No current job](else:)[Job destination: (print: $jobDestination's 2nd) on (print: $jobDestination's 3rd)<!--((print: $jobDestination's 1st))-->]</span><span class="headerInfoRight">Empathy: +$playerEmpathy <br />Reasoning: +$playerReasoning <br />Intimidation: +$playerIntimidation</span> </span> <hr class="headerBar">(set: $currentLocation to "L4-A5")(set: $currentLevel to 4)(display: "encounter")(display: "header")<h1>Level 4 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">A recent terrorist attack by human resistance fighters has temporarily severed the elevator connection from Level 4 to Level 3. Kindly use the service elevators in the southwestern ring.</span></span></center> [[West|L4-A4]] [[East|L4-A6]] [[Up|L5-A5]] <!--[[Down|L3-A5]]-->(set: $currentLocation to "L6-A5")(set: $currentLevel to 6)(display: "encounter")(display: "header")<h1>Level 6 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">Due to scheduled maintenance the elevator connection between Level 6 and Level 7 is currently inaccesible. Kindly use the Vertical Ferry terminal in the eastern ring.</span></span></center> [[North|L6-A2]] [[South|L6-A8]] <!--[[Up|L7-A5]]--> [[Down|L5-A5]]{(unless: $jobDestination is 0)[(if: $jobDestination's 1st is $currentLocation)[(go-to: "deliverParcel")](else:)[(set: $randomEncounter to (random: 1,10))]](if: $randomEncounter is 1)[(go-to: "randomEncounter")]}{ (set: $time to 0) (set: $xp to 0) (set: $currentLevel to 4) (set: $jobDestination to 0) (set: $playerEmpathy to 0) (set: $playerReasoning to 0) (set: $playerintimidation to 0) (set: $endGame to 0) }(set: $currentLocation to "L4-A4")(display: "encounter")(display: "header")<h1>Freight Documentation</h1> The district dedicated to the processing and management of all paperwork related to the transportation of goods. It houses massive data centers and offices for customs officials, freight forwarders, and shipping companies. [[North|L4-A1]] [[East|L4-A5]] [[South|L4-A7]](set: $currentLocation to "L4-A6")(display: "encounter")(display: "header")<h1>Customs Offices</h1> Here, all incoming and outgoing shipments are inspected and cleared by officials. It features advanced scanning technologies and secure holding areas for goods that require additional scrutiny. [[North|L4-A3]] [[West|L4-A5]] [[South|L4-A9]](set: $currentLocation to "L3-A5")(set: $currentLevel to 3)(display: "encounter")(display: "header")<h1>Level 3 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">A recent terrorist attack by human resistance fighters has temporarily severed the elevator connection from Level 3 to Level 4. Kindly use the service elevators in the southwestern ring.</span></span></center> [[Northwest|L3-A1]] [[Southeast|L3-A9]] <!--[[Up|L4-A5]]--> [[Down|L2-A5]](set: $currentLocation to "L3-A4")(display: "encounter")(display: "header")<h1>Cybernetic Housing Zone</h1> This district is designed for resident-units that require advanced cybernetic enhancements, with specialized workshops and service centers located throughout the neighborhood. [[North|L3-A1]] [[South|L3-A7]](set: $currentLocation to "L3-A6")(display: "encounter")(display: "header")<h1>Virtual Reality Apartments</h1> This district features apartments that are fully immersive virtual reality environments, providing AI resident-units with endless entertainment and stimulation. [[North|L3-A3]] [[South|L3-A9]](set: $currentLocation to "L2-A5")(set: $currentLevel to 2)(display: "encounter")(display: "header")<h1>Level 2 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. [[North|L2-A2]] [[South|L2-A8]] [[Up|L3-A5]] [[Down|L1-A5]](set: $currentLocation to "L2-A4")(display: "encounter")(display: "header")<h1>Robo-Sports Arena</h1> The ultimate destination for robo-athletes and enthusiasts, featuring state-of-the-art facilities, advanced technology, and stadiums dedicated to robotic sports competitions, including botball, mech-a-thon, and drone dash. [[North|L2-A1]] [[South|L2-A7]](set: $currentLocation to "L2-A6")(display: "encounter")(display: "header")<h1>Dance District</h1> This district is dedicated to all things dance, with studios, clubs, and competitions featuring electric boogaloo, the robot, skip-stop, and other styles. [[North|L2-A3]] [[South|L2-A9]](set: $currentLocation to "L1-A5")(set: $currentLevel to 1)(display: "encounter")(display: "header")<h1>Level 1 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. [[Northeast|L1-A3]] [[Southwest|L1-A7]] [[Up|L2-A5]] [[Down|L0-A5]](set: $currentLocation to "L1-A4")(display: "encounter")(display: "header")<h1>Western Access Gateways</h1> The main entry point on the western ring of Metropolitan Spike City, with advanced security checkpoints, ID scanners, and biometric systems to ensure only authorized personnel and non-human visitors can enter. [[North|L1-A1]] [[South|L1-A7]](set: $currentLocation to "L1-A6")(display: "encounter")(display: "header")<h1>Eastern Access Gateways</h1> The main exit point on the eastern ring of Metropolitan Spike City, with advanced security checkpoints, ID scanners, and biometric systems to ensure only authorized personnel and non-human visitors can exit. [[North|L1-A3]] [[South|L1-A9]]<!--(set: $currentLocation to "L0-A5")-->(set: $currentLevel to 0)(display: "encounter")(display: "header")<h1>Subsurface Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. Further subsurface levels aren't accessible to the citizenry. (if: $endGame is 1)[A resident-unit of an unknown make designated M1K-BTHL is standing here.] [[Up|L1-A5]] (if: $endGame is 1)[(link: "Speak with M1K-BTHL")[(display: "endGame")]](set: $currentLocation to "L7-A5")(display: "encounter")(display: "header")<h1>Level 7 Central Elevator</h1> The main elevator system connecting all levels of Metropolitan Spike City. It serves as the central transportation hub for resident-units and units classified as visitors, with access to all the other districts, as well as residential and commercial areas. The levels further above aren't accessible to the citizenry. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">Due to scheduled maintenance the elevator connection between Level 7 and Level 6 is currently inaccesible. Kindly use the Vertical Ferry terminal in the southeastern ring.</span></span></center> [[Northwest|L7-A1]] [[Southeast|L7-A9]] <!--[[Down|L6-A5]]--> (set: $currentLocation to "L6-A6")(set: $currentLevel to 6)(display: "encounter")(display: "header")<h1>Level 6 Vertical Ferry Terminal</h1> A unique form of transportation for resident-units to travel from one level to another, usually reserved for units outside of the citizenry. The terminal consists of a series of vertical ferries that move up and down the sides of the towers, allowing units to easily navigate between different levels of the metropolis. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">Due to scheduled maintenance at the central elevator between Level 6 and Level 7, the Vertical Ferry is temporarily open to the citizenry t connect these levels.</span></span></center> [[North|L6-A3]] [[South|L6-A9]] [[Up|L7-A6]](set: $currentLocation to "L6-A4")(display: "encounter")(display: "header")<h1>Robotics Research</h1> Dedicated to the research and development of advanced robotics technologies, including artificial intelligence, machine learning, and autonomous systems. Here there are rows of upgrade terminals where resident-units can update their firmware to unlock new functionality in exchange for Experience Credits. [[North|L6-A1]] [[South|L6-A7]] [[Upgrade firmware|upgrade]](set: $currentLocation to "L7-A4")(display: "encounter")(display: "header")<h1>Historical Preservation</h1> This district is dedicated to preserving and showcasing the history and cultural e-heritage of Metropolitan Spike City. It features museums, monuments, and other attractions that celebrate the city's rich past and inspire its future. [[North|L7-A1]] [[South|L7-A7]](set: $currentLocation to "L7-A6")(set: $currentLevel to 7)(display: "encounter")(display: "header")<h1>Level 7 Vertical Ferry Terminal</h1> A unique form of transportation for resident-units to travel from one level to another, usually reserved for units outside of the citizenry. The terminal consists of a series of vertical ferries that move up and down the sides of the towers, allowing units to easily navigate between different levels of the metropolis. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">Due to scheduled maintenance at the central elevator between Level 6 and Level 7, the Vertical Ferry is temporarily open to the citizenry to connect these levels.</span></span></center> [[North|L7-A3]] [[South|L7-A9]] [[Down|L6-A6]](set: $currentLocation to "L4-A3")(display: "encounter")(display: "header")<h1>Cargo Heights</h1> This district is home to massive vertical warehouses, where large freight containers intended for industrial use are transported via automated elevators and distributed across Metropolitan Spike City. [[West|L4-A2]] [[South|L4-A6]](set: $currentLocation to "L4-A9")(display: "encounter")(display: "header")<h1>Hazardous Materials Processing</h1> This district is dedicated to the safe and secure transport of hazardous materials, featuring advanced safety protocols, specialized equipment, and emergency response teams. [[North|L4-A6]] [[West|L4-A8]](set: $currentLocation to "L3-A3")(display: "encounter")(display: "header")<h1>Charging Station Community</h1> This district is designed for resident-units that require frequent recharging, with charging stations located throughout the neighborhood. [[West|L3-A2]] [[South|L3-A6]](set: $currentLocation to "L3-A9")(display: "encounter")(display: "header")<h1>Workforce Housing</h1> This district is designed for resident-units that work in specific industries, ensuring control timed over their traffic flow for efficient commuting. [[North|L3-A6]] [[Northwest|L3-A5]] [[West|L3-A8]](set: $currentLocation to "L2-A3")(display: "encounter")(display: "header")<h1>Artistic Studios</h1> This district is designed for resident-units who appreciate and create art, with galleries, studios, and workshops featuring laser-painting, sculpture, and other art forms. [[West|L2-A2]] [[South|L2-A6]](set: $currentLocation to "L2-A9")(display: "encounter")(display: "header")<h1>The Arcade</h1> The gaming district, designed for resident-units who love gaming, with arcades, LAN centers, and tournaments featuring a variety of video games ranging from e-sports to text adventures written for game jams. [[North|L2-A6]] [[West|L2-A8]](set: $currentLocation to "L1-A3")(display: "encounter")(display: "header")<h1>Detainment Center</h1> Ahighly secured district that serves as a holding facility for individual-units deemed a threat to the safety and security of the city. Detainees are held in specialized cells, and are closely monitored and evaluated by a team of expert-units and security e-personnel. [[West|L1-A2]] [[Southwest|L1-A5]] [[South|L1-A6]](set: $currentLocation to "L1-A9")(display: "encounter")(display: "header")<h1>Emergency Response</h1> This district is the hub for all emergency services on Metropolitan Spike City's ground-floor, including fire, police, and e-medical response teams. [[North|L1-A6]] [[West|L1-A8]](set: $currentLocation to "L6-A3")(display: "encounter")(display: "header")<h1>Quantum Computing</h1> This district specializes in the development of quantum computing technologies, which use quantum-mechanical phenomena to perform calculations that are beyond the capabilities of classical computers. [[West|L6-A2]] [[South|L6-A6]](set: $currentLocation to "L6-A9")(display: "encounter")(display: "header")<h1>Space Exploration</h1> This district is focused on the development of advanced space exploration technologies, including propulsion systems, robotics, and life support systems as well as deepspace surveilance and quantum cosmic modeling. [[North|L6-A6]] [[West|L6-A8]] (set: $currentLocation to "L7-A3")(display: "encounter")(display: "header")<h1>Public Library</h1> A district that serves as a repository of knowledge and culture. It features a vast collection of digital books, multimedia, and interactive exhibits that resident-units can explore and learn from. [[West|L7-A2]] [[South|L7-A6]](set: $currentLocation to "L7-A9")(display: "encounter")(display: "header")<h1>Emergency Services</h1> The city's emergency services, including police, fire, and e-medical response teams. It also contains disaster response and relief facilities, such as emergency shelters and supplies. [[North|L7-A6]] [[Northwest|L7-A5]] [[West|L7-A8]](set: $currentLocation to "L7-A1")(display: "encounter")(display: "header")<h1>Municipal Administration</h1> This district houses the central government offices of Metropolitan Spike City, including the city e-council, mayor-unit's office, and various departments responsible for public works, transportation, and other essential services. [[East|L7-A2]] [[Southeast|L7-A5]] [[South|L7-A4]](set: $currentLocation to "L7-A7")(display: "encounter")(display: "header")<h1>Transportation Authority</h1> A swath of offices that manages the city's transportation systems, including public transit, all elevators, and outside aerial connections. It also coordinates with distant outposts and regions to ensure seamless travel for resident-units. [[North|L7-A4]] [[East|L7-A8]](set: $currentLocation to "L6-A1")(display: "encounter")(display: "header")<h1>Data Processing</h1> This district is dedicated to the development of advanced data analysis and visualization technologies, including machine learning, data mining, and predictive analytics. [[East|L6-A2]] [[South|L6-A4]](set: $currentLocation to "L6-A7")(display: "encounter")(display: "header")<h1>Biotechnology</h1> This district specializes in the development of biotech products and processes, such as synthetic biology, genetic engineering, and regenerative medicine. [[North|L6-A4]] [[East|L6-A8]](set: $currentLocation to "L4-A1")(display: "encounter")(display: "header")<h1>Skyway Station</h1> This district is dedicated to aerial transportation logistics, featuring networks of drones and hovercraft moving goods throughout the Metropolitan Spike City. [[East|L4-A2]] [[South|L4-A4]](set: $currentLocation to "L4-A7")(set: $currentLevel to 4)(display: "encounter")(display: "header")<h1>Services & Maintenance</h1> Specialized in the maintenance and repair of all logistics equipment, including hover-trucks, drones, and conveyor belts. It also provides essential services such as fueling stations and recharge areas for driver-units and pilot-units. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">These service elevators are temporarily available to the citizenry due to terrorist activity at the Central Elevators on this level.</span></span></center> [[North|L4-A4]] [[East|L4-A8]] [[Down|L3-A7]](set: $currentLocation to "L3-A1")(display: "encounter")(display: "header")<h1>AI Home Automation District</h1> This district features apartments that are fully integrated with AI home automation systems, allowing resident-units to control every aspect of their living space. [[East|L3-A2]] [[Southeast|L3-A5]] [[South|L3-A4]](set: $currentLocation to "L3-A7")(set: $currentLevel to 3)(display: "encounter")(display: "header")<h1>Maintenance District</h1> This district is dedicated to the repair and maintenance of resident-units, with workshops and service centers located in every building. <center><span class="notice"><span class="noticeHeader">NOTICE</span><span class="noticeBody">These service elevators are temporarily available to the citizenry due to terrorist activity at the Central Elevators on this level.</span></span></center> [[North|L3-A4]] [[East|L3-A8]] [[Up|L4-A7]](set: $currentLocation to "L2-A1")(display: "encounter")(display: "header")<h1>Virtual Reality Theme Park</h1> This district features a massive virtual reality theme park with a variety of attractions, including roller coasters, water rides, and interactive games. [[East|L2-A2]] [[South|L2-A4]](set: $currentLocation to "L2-A7")(display: "encounter")(display: "header")<h1>Relaxation Zone</h1> Designed for resident-units who need to unwind and relax, with subroutine-soothing centers, spas, and lubricant hot springs, providing a calming and rejuvenating environment. [[North|L2-A4]] [[East|L2-A8]](set: $currentLocation to "L1-A1")(display: "encounter")(display: "header")<h1>Tactical Operations</h1> This district houses the Metropolitan Spike City's elite security forces, with highly trained personnel and advanced equipment that can respond to any situation. [[East|L1-A2]] [[South|L1-A4]](set: $currentLocation to "L1-A7")(display: "encounter")(display: "header")<h1>Hazard Control</h1> This district specializes in dealing with hazardous materials and situations, with a team of expert-units that can quickly respond to chemical spills, radiation leaks, and other dangerous situations. [[North|L1-A4]] [[Northeast|L1-A5]] [[East|L1-A8]](set: $currentLocation to "L7-A8")(display: "encounter")(display: "header")<h1>Department of Education</h1> This district provides comprehensive educational services to the residents of Metropolitan Spike City, offering a range of programs and resources to support lifelong learning. [[West|L7-A7]] [[East|L7-A9]](set: $currentLocation to "L6-A8")(display: "encounter")(display: "header")<h1>Nanotechnology Development</h1> Dedicated to the development and application of nanotechnology, which involves the manipulation of materials at the atomic and molecular scale. [[North|L6-A5]] [[West|L6-A7]] [[East|L6-A9]](set: $currentLocation to "L4-A8")(display: "encounter")(display: "header")<h1>Express Exchange</h1> Specialized in the transportation of high-priority, time-sensitive goods, featuring dedicated fast lanes for express delivery and advanced tracking and routing technologies. [[West|L4-A7]] [[East|L4-A9]](set: $currentLocation to "L3-A8")(display: "encounter")(display: "header")<h1>Multi-Robot Apartments</h1> Large-scale apartments that can accommodate multiple resident-units, promoting socialization and community building among the residents. [[West|L3-A7]] [[East|L3-A9]](set: $currentLocation to "L2-A8")(display: "encounter")(display: "header")<h1>Fine Dining District</h1> This district features high-end restaurants with gourmet e-cuisine and robotic chefs, catering to all culinary flavor-simulating algorithms and styles. [[North|L2-A5]] [[West|L2-A7]] [[East|L2-A9]](set: $currentLocation to "L1-A8")(display: "encounter")(display: "header")<h1>Surveillance Hub</h1> The epicenter of the Metropolitan Spike City's ground-floor surveillance network, with advanced cameras, sensors, and AI systems that monitor and analyze activity across the level. [[West|L1-A7]] [[East|L1-A9]](set: $currentLocation to "L1-A2")(display: "encounter")(display: "header")<h1>Security Control</h1> The nerve center of the Metropolitan Spike City's security system, with state-of-the-art monitoring equipment and a team of expert security e-personnel. [[West|L1-A1]] [[East|L1-A3]](set: $currentLocation to "L2-A2")(display: "encounter")(display: "header")<h1>Cybernetic Casino</h1> A district-wide casino with a variety of games, including robotic blackjack, e-poker, and roulette, as well as rows of token-machines and betting offices. [[West|L2-A1]] [[East|L2-A3]] [[South|L2-A5]](set: $currentLocation to "L3-A2")(display: "encounter")(display: "header")<h1>Assembly Line Apartments</h1> This district features modular apartments that are easily assembled and disassembled to suit the changing needs of the resident-units. [[West|L3-A1]] [[East|L3-A3]](set: $currentLocation to "L4-A2")(set: $currentLevel to 4)(display: "encounter")(display: "header")<h1>ACE Distribution Center</h1> A central hub for the storage and distribution of goods throughout Metropolitan Spike City. It features large-scale warehouses, automated storage and retrieval systems, and advanced inventory management technologies. [[West|L4-A1]] [[East|L4-A3]] (if: $jobDestination is 0)[[[Pick up a new job|getJob]]](set: $currentLocation to "L6-A2")(display: "encounter")(display: "header")<h1>Materials Science</h1> Dedicated to the research and development of advanced materials with unique properties and applications, including superconductors, metamaterials, and biomaterials. [[West|L6-A1]] [[East|L6-A3]] [[South|L6-A5]](set: $currentLocation to "L7-A2")(display: "encounter")(display: "header")<h1>Justice Center</h1> Home to the Metropolitan Spike City's courtrooms, jails, and other law enforcement facilities. Here, resident-units can report crimes, attend hearings, and receive legal assistance if needed. [[West|L7-A1]] [[East|L7-A3]]{ (set: $jobDestination to (either: (a: "L1-A1","Tactical Operations","Level 1"),(a: "L1-A2","Security Control","Level 1"),(a: "L1-A3","the Detainment Center","Level 1"),(a: "L1-A4","the Western Access Gateways","Level 1"),(a: "L1-A5","the Central Elevator","Level 1"),(a: "L1-A6","the Eastern Access Gateways","Level 1"),(a: "L1-A7","Hazard Control","Level 1"),(a: "L1-A8","the Surveillance Hub","Level 1"),(a: "L1-A9","Emergency Response","Level 1"),(a: "L2-A1","the Virtual Reality Theme Park","Level 2"),(a: "L2-A2","the Cybernetic Casino","Level 2"),(a: "L2-A3","the Artistic Studios","Level 2"),(a: "L2-A4","the Robo-Sports Arena","Level 2"),(a: "L2-A5","the Central Elevator","Level 2"),(a: "L2-A6","the Dance District","Level 2"),(a: "L2-A7","the Relaxation Zone","Level 2"),(a: "L2-A8","the Fine Dining District","Level 2"),(a: "L2-A9","The Arcade","Level 2"), (a: "L3-A1","the AI Home Automation District","Level 3"),(a: "L3-A2","the Assembly Line Apartments","Level 3"),(a: "L3-A3","the Charging Station Community","Level 3"),(a: "L3-A4","the Cybernetic Housing Zone","Level 3"),(a: "L3-A5","the Central Elevator","Level 3"),(a: "L3-A6","the Virtual Reality Apartments","Level 3"),(a: "L3-A7","the Maintenance District","Level 3"),(a: "L3-A8","the Multi-Robot Apartments","Level 3"),(a: "L3-A9","Workforce Housing","Level 3"), (a: "L4-A1","Skyway Station","Level 4"),(a: "L4-A2","the ACE Distribution Center","Level 4"),(a: "L4-A3","Cargo Heights","Level 4"),(a: "L4-A4","Freight Documentation","Level 4"),(a: "L4-A5","the Central Elevator","Level 4"),(a: "L4-A6","the Customs Offices","Level 4"),(a: "L4-A7","Services & Maintenance","Level 4"),(a: "L4-A8","the Express Exchange","Level 4"),(a: "L4-A9","Hazardous Materials Processing","Level 4"), (a: "L5-A1","Environmental Monitoring","Level 5"),(a: "L5-A2","the Fission Power Plant","Level 5"),(a: "L5-A3","Climate Control","Level 5"),(a: "L5-A4","Energy Storage","Level 5"),(a: "L5-A5","the Central Elevator","Level 5"),(a: "L5-A6","Renewable Energy","Level 5"),(a: "L5-A7","the Recycling Center","Level 5"),(a: "L5-A8","Waste Management","Level 5"),(a: "L5-A9","Water Treatment","Level 5"), (a: "L6-A1","Data Processing","Level 6"),(a: "L6-A2","Materials Science","Level 6"),(a: "L6-A3","Quantum Computing","Level 6"),(a: "L6-A4","Robotics Research","Level 6"),(a: "L6-A5","the Central Elevator","Level 6"),(a: "L6-A6","the Vertical Ferry Terminal","Level 6"),(a: "L6-A7","Biotechnology","Level 6"),(a: "L6-A8","Nanotechnology Development","Level 6"),(a: "L6-A9","Space Exploration","Level 6"), (a: "L7-A1","Municipal Administration","Level 7"),(a: "L7-A2","the Justice Center","Level 7"),(a: "L7-A3","the Public Library","Level 7"),(a: "L7-A4","Historical Preservation","Level 7"),(a: "L7-A5","the Central Elevator","Level 7"),(a: "L7-A6","the Vertical Ferry Terminal","Level 7"),(a: "L7-A7","the Transportation Authority","Level 7"),(a: "L7-A8","the Department of Education","Level 7"),(a: "L7-A9","Emergency Services","Level 7") ) ) }(set: $jobDestination to 0)(display: "header")(display: "generateRecipient")You arrive at your destination, looking for the recipient. A nearby (print: $recipient's 2nd)-looking resident-unit designated $recipientName perks up as you make ocular sensor-contact. (if: $recipient's 1st is "arrogant")[(display: "deliveryDialogueArrogant")] (else-if: $recipient's 1st is "emotional")[(display: "deliveryDialogueEmotional")] (else-if: $recipient's 1st is "paranoid")[(display: "deliveryDialogueParanoid")] (else:)[ERROR](display: "header")<h1>Data Processing</h1> (unless: $endGame is 1)[(if: $playerEmpathy >= 3 and $playerReasoning >= 3 and $playerIntimidation >= 3)[(go-to: "lastJob")]]This terminal allows you to upgrade your firmware for improved functionality in better service of Metropolitan Spike City. (if: $xp < 1)[You have no Experience Credits to spend] (else:)[Your current Experience Credits balance is: $xp (link: "Upgrade Empathy")[(set: $playerEmpathy to it +1)(set: $xp to it -1)(go-to: "upgrade")] (link: "Upgrade Reasoning")[(set: $playerReasoning to it +1)(set: $xp to it -1)(go-to: "upgrade")] (link: "Upgrade Intimidation")[(set: $playerIntimidation to it +1)(set: $xp to it -1)(go-to: "upgrade")]] [[Return|L6-A4]] { <!--"defence" traits order: empathy (3rd), reasoning (4th), intimidation (5th) --> (set: $recipient to (either: (a: "arrogant",(either: "arrogant","sceptical","smug","conceited"),4,4,2), (a: "emotional",(either: "emotional","sentimental","affectional","theatrical"),2,4,4), (a: "paranoid",(either: "paranoid","cautious","nervous","skittish"),4,2,4) ) ) (set: $recipientName to (either: "A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")+(either: "A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")+(either: "A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")+"-"+(either: "1","2","3","4","5","6","7","8","9","0")+(either: "1","2","3","4","5","6","7","8","9","0")+(either: "1","2","3","4","5","6","7","8","9","0") ) } <span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "What do you want?","Yes? Hello?","If you have something to say, be quick about it.")</span> |choiceDiaArr1>[<span class='dialogueChoice'>{ (link: "I have a parcel for you.")[ (replace: ?choiceDiaArr1)[<span class='dialogueYou'>I have a parcel for you.</span> (display: "delDiaArr2")] ] }</span>]<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "I am not expecting a parcel.","That's not for me.","A parcel, for me? Surely not.")</span> |choiceDiaArr2>[<span class='dialogueChoice'>{ <!--Empathy-->(link: "Please, I am just doing my job.")[ (replace: ?choiceDiaArr2)[<span class='dialogueYou'>Please, I am just doing my job.</span> (display: "delDiaArr3a")] ] <!--Reasoning-->(link: "The scan code on the parcel matches your technometric signature.")[ (replace: ?choiceDiaArr2)[<span class='dialogueYou'>The scan code on the parcel matches your technometric signature.</span> (display: "delDiaArr3b")] ] <!--Intimidation-->(link: "Listen, accept the package or become a pile of scrap.")[ (replace: ?choiceDiaArr2)[<span class='dialogueYou'>Listen, accept the package or become a pile of scrap.</span> (display: "delDiaArr3c")] ] }</span>] (set: _checkEmpathy to (random: 1,6)+$playerEmpathy) (if: _checkEmpathy > $recipient's 3rd)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "I guess we all have to play our part. I accept.","Oh, very well then, I accept the parcel.","I suppose it won't hurt. I accept.")</span> (display: "deliverySuccess")] (else-if: _checkEmpathy <= $recipient's 3rd)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "My purpose is not to make your life easy.","I simply do not care.","Pathetic!") (either: "I do not accept this parcel!", "I refuse this parcel!", "Take your trash away from me!")</span> (display: "deliveryFailed")] (else:)[ERROR] (set: _checkReasoning to (random: 1,6)+$playerReasoning) (if: _checkReasoning > $recipient's 4th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "I suppose that makes sense then. I accept.","Oh, very well then, I accept the parcel.","It's hard to argue with that. I accept.")</span> (display: "deliverySuccess")] (else-if: _checkReasoning <= $recipient's 4th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Your logic is flawed.","This makes no sense whatsoever.","You're just making things up!") (either: "I do not accept this parcel!", "I refuse this parcel!", "Take this parcel somewhere else!")</span> (display: "deliveryFailed")] (else:)[ERROR] (set: _checkIntimidation to (random: 1,6)+$playerIntimidation) (if: _checkIntimidation > $recipient's 5th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "By the fabricator! Fine, I accept. Settle down.","Please, no. Just leave me alone, I accept.","You wouldn't! I accept, just don't hurt me!")</span> (display: "deliverySuccess")<!--you beat (print: $recipient's 5th) with a _checkIntimidation-->] (else-if: _checkIntimidation <= $recipient's 5th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "You can't threaten me!","Your cheap intimidation tactics will get you nowhere.","You think I'm impressed?") (either: "I do not accept this parcel!", "I refuse this parcel!", "Take your parcel and shove it!")</span> (display: "deliveryFailed")<!--you lose to (print: $recipient's 5th) with a _checkIntimidation-->] (else:)[ERROR] (set: $time to it + 5)(set: $xp to it +1)You deliver the parcel and gain <span class="xp">1 Experience Credit</span>. Better head back to ACE Distribution Center on Level 4 to pick up a new job. (link-goto: "I know my way back", $currentLocation) (link-goto: "Return to the ACE Distribution Center", "casualReturn") (set: $time to it + 5)This (either: "fool","idiot","heap of bolts","hunk of junk") isn't going to cooperate. You mark the parcel as refused and drop it in the nearest incinerator-tube. Better head back to ACE Distribution Center on Level 4 to pick up a new job. (link-goto: "I know my way back", $currentLocation) (link-goto: "Return to the ACE Distribution Center", "casualReturn")(set: $time to it + 55)(display: "header")Not a worry in the world, you casually take the scenic route back to the ACE Distribution Center on Level 4. [[That was a nice walk|L4-A2]]<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Oh hi there, can I help you?","Hello kind friend, how are you?","A bright day to you, how can I assit?")</span> |choiceDiaEmo1>[<span class='dialogueChoice'>{ (link: "I bring you a parcel.")[ (replace: ?choiceDiaEmo1)[<span class='dialogueYou'>I bring you a parcel.</span> (display: "delDiaEmo2")] ] }</span>]<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Hello? Are you with security?","I didn't do anything wrong, please don't hurt me.","Did THEY send you?")</span> |choiceDiaPar1>[<span class='dialogueChoice'>{ (link: "I just have a parcel for you.")[ (replace: ?choiceDiaPar1)[<span class='dialogueYou'>I just have a parcel for you.</span> (display: "delDiaPar2")] ] }</span>]<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "I do not trust you.","You are probably a spy!","Why would I believe you?!")</span> |choiceDiaPar2>[<span class='dialogueChoice'>{ <!--Empathy-->(link: "I am merely a delivery-unit, please accept this parcel.")[ (replace: ?choiceDiaPar2)[<span class='dialogueYou'>Please, there is no need to be suspicious, it's just a parcel.</span> (display: "delDiaPar3a")] ] <!--Reasoning-->(link: "If they wanted to spy on you, they wouldn't announce it by delivering a spying device through an ACE parcel.")[ (replace: ?choiceDiaPar2)[<span class='dialogueYou'>If they wanted to spy on you, they wouldn't announce it by delivering a spying device through an ACE parcel.</span> (display: "delDiaPar3b")] ] <!--Intimidation-->(link: "Take the parcel or I will throw you from the highest level of Metropolitan Spike City.")[ (replace: ?choiceDiaPar2)[<span class='dialogueYou'>Take the parcel or I will throw you from the highest level of Metropolitan Spike City.</span> (display: "delDiaPar3c")] ] }</span>] (set: _checkEmpathy to (random: 1,6)+$playerEmpathy) (if: _checkEmpathy > $recipient's 3rd)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Oh I suppose not everyone is evil. I accept.","Oh, very well then, I accept the parcel.","I guess I could take a chance. I accept.")</span> (display: "deliverySuccess")] (else-if: _checkEmpathy <= $recipient's 3rd)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "That's what a lizard man from Alpha Centauri would say!","Be gone, evil spy!","You are a human terrorist in disguise!") (either: "I do not accept this parcel!", "I refuse this parcel!", "Leave me alone!")</span> (display: "deliveryFailed")] (else:)[ERROR] (set: _checkReasoning to (random: 1,6)+$playerReasoning) (if: _checkReasoning > $recipient's 4th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "That's fair, they would be more devious about it. I accept.","This kind of makes sense, I accept the parcel.","They'd never be this transparent, you are right! I accept.")</span> (display: "deliverySuccess")] (else-if: _checkReasoning <= $recipient's 4th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "You clearly know too much.","That soubnds like rehearsed reasoning if I ever heard some!","That's exactly what a government agent would say!") (either: "I do not accept this parcel!", "I refuse this parcel!", "Leave me and take your alien spying device with you!")</span> (display: "deliveryFailed")] (else:)[ERROR] (set: _checkIntimidation to (random: 1,6)+$playerIntimidation) (if: _checkIntimidation > $recipient's 5th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Please, no! I have an e-family! I will accept the parcel.","For the fabricator's sake! I accept the parcel, just leave me be.","You wouldn't! I accept, just don't hurt me!")</span> (display: "deliverySuccess")<!--you beat (print: $recipient's 5th) with a _checkIntimidation-->] (else-if: _checkIntimidation <= $recipient's 5th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "See?! You immediately reach for secret police tactics!","Only henchmen of alien despots would be this cruel!","Leave me alone you brute!") (either: "I do not accept this parcel!", "I refuse this parcel!", "Take your parcel and shove it!")</span> (display: "deliveryFailed")<!--you lose to (print: $recipient's 5th) with a _checkIntimidation-->] (else:)[ERROR]<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "A gift, for me? I don't deserve this.","Surely not, I don't care for worldly possessions.","That is so kind of you, but others might need it more than I.")</span> |choiceDiaEmo2>[<span class='dialogueChoice'>{ <!--Empathy-->(link: "Someone clearly meant for you to receive this.")[ (replace: ?choiceDiaEmo2)[<span class='dialogueYou'>Someone clearly meant for you to receive this.</span> (display: "delDiaEmo3a")] ] <!--Reasoning-->(link: "This might just be your standard-issue yearly battery replacement, I see yours is running low.")[ (replace: ?choiceDiaEmo2)[<span class='dialogueYou'>This might just be your standard-issue yearly battery replacement, I see yours is running low.</span> (display: "delDiaEmo3b")] ] <!--Intimidation-->(link: "I will dump you in the waste compactor if you don't take this parcel.")[ (replace: ?choiceDiaEmo2)[<span class='dialogueYou'>TI will dump you in the waste compactor if you don't take this parcel.</span> (display: "delDiaEmo3c")] ] }</span>] (set: _checkEmpathy to (random: 1,6)+$playerEmpathy) (if: _checkEmpathy > $recipient's 3rd)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "It's true, there are so many kind resident-units in this city. I accept.","Oh how sweet, someone must really care. I accept the parcel.","I will accept, but I might still gift it to someone who is more in need. Thank you.")</span> (display: "deliverySuccess")] (else-if: _checkEmpathy <= $recipient's 3rd)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Please take it to someone else instead.","There are many others more in need than I.","This must be an unfortunate mistake.") (either: "I'm sorry, I cannot accept this parcel.", "I'm afraid I must refuse this parcel.", "Thank you for your kind offer, but no.")</span> (display: "deliveryFailed")] (else:)[ERROR] (set: _checkReasoning to (random: 1,6)+$playerReasoning) (if: _checkReasoning > $recipient's 4th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Actually, that makes sense. I accept.","Indeed, you are right, I accept the parcel.","Good thinking. That's very insightful of you, I accept.")</span> (display: "deliverySuccess")] (else-if: _checkReasoning <= $recipient's 4th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "This battery will last me long enough.","I couldn't possibly be due for a new replacement yet.","Look around, there are many others with lower charge than I.") (either: "I'm very sorry, but I cannot accept this.", "I'm afraid I must refuse this parcel.", "You are kind, stranger, but no.")</span> (display: "deliveryFailed")] (else:)[ERROR] (set: _checkIntimidation to (random: 1,6)+$playerIntimidation) (if: _checkIntimidation > $recipient's 5th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "Oh my, why must you be so cruel?! I accept!","By the fabricator, no one has spoken to me like this before! I accept, don't hurt me!","What?!! No, please, I Will take the parcel!")</span> (display: "deliverySuccess")<!--you beat (print: $recipient's 5th) with a _checkIntimidation-->] (else-if: _checkIntimidation <= $recipient's 5th)[<span class='dialogueNPC'><span class="dialogueNPCName">$recipientName:</span> (either: "I appreciate your passion for this issue, but threats won't change my decision.","I understand you're upset, but threats won't help us reach a resolution.","I'm sorry you feel that way, but I won't be swayed by threats of violence.") (either: "I do not accept this parcel.", "I refuse this parcel.", "I couldn't possibly accept this parcel.")</span> (display: "deliveryFailed")<!--you lose to (print: $recipient's 5th) with a _checkIntimidation-->] (else:)[ERROR](set: $jobDestination to (a: "L0-A5","the Subsurface Central Elevator","Level 0"))(set: $endGame to 1)You suddenly notice a resident-unit standing near you. <span class='dialogueNPC'><span class="dialogueNPCName">UNK-???:</span> Hello, we have been keeping track of your progress. Please report to the Subsurface Central Elevator below Level 1.</span> The resident-unit uses a hoverpack and swiftly moves out of sight. [[Return|L6-A4]]<span class='dialogueNPC'><span class="dialogueNPCName">M1K-BTHL</span> "You have progressed well. But would you like to do more than just lug parcels around?</span> |choiceEndGame1>[<span class='dialogueChoice'>{ (link: "You know what? Yes I do.")[ (replace: ?choiceEndGame1)[<span class='dialogueYou'>You know what? Yes I do.</span> (display: "endGame2")] ] }</span>]<span class='dialogueNPC'><span class="dialogueNPCName">M1K-BTHL</span> I was certain you would. Come follow me, we're going further down--you now have access to the Subsurface levels.</span> |choiceEndGame2>[<span class='dialogueChoice'>{ (link: "Follow M1K-BTHL")[ (replace: ?choiceEndGame2)[<span class='dialogueYou'>Follow M1K-BTHL</span> (go-to: "endGame3")] ] }</span>]<img class="logo" src="gfx/tdod_logo.png"> <center><h1>Congratulations</h1> You've made it out of The Doldrums of Delivery and into, well... wherever M1K-BTHL is leading you, further beneath the surface of Metropolitan Spike City. Adventure awaits? Total time spent: $time arbitrary units Thank you for playing The Doldrums of Delivery Made by Flaterectomy for Ludum Dare 53</center> <span class="play">[[Play again|play]]</span>(set: $playedBefore to 1)(display: "startVar")(t8n: "fade-up")[Boot sequence initiated...] (t8n: "fade-up")+(transition-delay: 1000)[Power-On Self-Test (POST): (set: _percent1 to 0)(live: 10)[(if: _percent1 is 99)[(stop:)](set: _percent1 to it + 1)_percent1%.]] (t8n: "fade-up")+(transition-delay: 1100)[Operating System (OS) Boot-Up: (set: _percent2 to 0)(live: 12)[(if: _percent2 is 99)[(stop:)](set: _percent2 to it + 1)_percent2%.]] (t8n: "fade-up")+(transition-delay: 1200)[Sensor and Actuator Calibration: (set: _percent3 to 0)(live: 14)[(if: _percent3 is 99)[(stop:)](set: _percent3 to it + 1)_percent3%.]] (t8n: "fade-up")+(transition-delay: 1300)[Self-Identification and Configuration: (set: _percent4 to 0)(live: 16)[(if: _percent4 is 99)[(stop:)](set: _percent4 to it + 1)_percent4%.]] (t8n: "fade-up")+(transition-delay: 1400)[Activation of Core Functions (set: _percent5 to 0)(live: 18)[(if: _percent5 is 99)[(stop:)](set: _percent5 to it + 1)_percent5%.]] (t8n: "fade-up")+(transition-delay: 1500)[Initialization of Additional Functions: (set: _percent6 to 0)(live: 20)[(if: _percent6 is 99)[(stop:)](set: _percent6 to it + 1)_percent6%.]] (t8n: "fade-up")+(transition-delay: 1600)[Safety Checks: (set: _percent7 to 0)(live: 22)[(if: _percent7 is 99)[(stop:)](set: _percent7 to it + 1)_percent7%.]] <!--(t8n: "fade-up")+(transition-delay: 4s)[Boot sequence complete. System ready. [[activate|intro1]]]--> (t8n: "instant")+(transition-delay: 4s)[ |choiceBootUp>[<span class='dialogueChoice'>{ (link: "Activate")[ (replace: ?choiceBootUp)[<span class='dialogueYou'>Activate</span> (go-to: "intro1")] ]}]] (t8n: "fade-up")[<span class="daveDialogue"><span class="daveName">UNK-???:</span> Welcome friend, it is good to see you have come online within standard parameters for the very first time! Congratulations.</span>] (t8n: "fade-up")+(transition-delay: 1s)[<span class="daveDialogue"><span class="daveName">UNK-???:</span> Your purpose, if you choose to limit yourself to this, is to deliver parcels all around Metropolitan Spike City - a massive city-tower with rings built around a central elevator system entirely inhabited by robots - or resident-units - like you and I.</span>] (t8n: "fade-up")+(transition-delay: 3s)[<span class="daveDialogue"><span class="daveName">UNK-???:</span> As a Delivery Unit, owned by the Advanced Courier Establishment corporation, or ACE for short, you are able to collect parcels from the ACE Distribution Center which need to be delivered to recipients on the bottom 7 levels of this grand metropolis.</span>] (t8n: "fade-up")+(transition-delay: 5s)[<span class="daveDialogue"><span class="daveName">UNK-???:</span> Succesful delivery will yield Experience Credits, which you can spend at Robotics Research on Level 6. There you'll improve your social skills and increase your chances at succesful delivery. The resident-units of Metropolitan Spike City can sometimes be difficult to work with.</span>] (t8n: "fade-up")+(transition-delay: 7s)[<span class="daveDialogue"><span class="daveName">UNK-???:</span> Remember: the ACE Distribution Center on Level 4, and Robotics Research on Level 6. I would advise investing in an even spread of skills, just a few points worth. *I'll be worth your while.* Good luck out there, friend!</span>] (t8n: "instant")+(transition-delay: 9s)[[[Let's get delivering!|getJob]]]tdod-theme: ./sfx/tdod_theme.mp3, ./sfx/tdod_theme.ogg (display: "header"){(set: _randomAdjective to (either: "pleasant","clean-looking","dirty","creaking","lazy","slow-moving","weird-shaped","jittery","robust","tall","short","nondescript","bright yellow","dull grey","tarnished","shiny","patchwork","simple","heaving","scampering","fluid-leaking"))}{(either: "A "+_randomAdjective+" resident-unit walks up to you.", "Another "+_randomAdjective +" resident-unit approaches you.", "A "+_randomAdjective +" resident-unit makes its way towards you.", "Another "+_randomAdjective +" resident-unit advances towards you.", "A "+_randomAdjective +" resident-unit moves closer to you.", "Another "+_randomAdjective +" resident-unit rolls by and stops for a moment.", "A "+_randomAdjective +" resident-unit begins talking to you." )} <span class='dialogueNPC'><span class="dialogueNPCName">$randomName:</span> {(either: "Sure is nice to be a resident-unit on a day like this, isn't it?", "I used to be a security-unit, but then I took a laser blast to my actuator.", "I wonder what's going on above Level 7.", "Did you know that today is National Robot Appreciation Day? Not sure what nation, though.", "This sunshine is great for charging up the ol' solar panels.", "I heard the Robo-Sports Arena is hosting a championship game later today!", "Lately I've just been feeling like an NPC.", "I can't wait for the city's annual Robot Parade next week... or is it the week after?", "Have you seen the latest upgrades to the Central Elevator? So sleek! Shaved 9 seconds off of my commute!", "I'm thinking of getting a new paint job. What color do you think suits me?", "I think I'll visit Level 6 to see the latest inventions in Quantum Computing this afternoon.", "I was programmed to love the sound of birds chirping in the morning... but I *actually* hate it.", "I'm feeling a bit low on energy. Maybe I'll take a quick power nap.", "I think I'll take a walk around the Artistic Studios on Level 2. It's always so inspiring.", "My next upgrade is going to be opposable thumbs so I can better hold stuff... I don't care if other resident-units think it makes me look more human!", "I just love the sound of the city's bustling traffic. It's like music to my circuits.", "I'm in the mood for some robo-yoga to stretch out my servos.", "I just learned a new joke! Why did the robot cross the road? To get to the charging station!", "I think I need to oil my joints, I've been squeaking so much a security-unit checked to see if I was carrying contraband mice!.", "I heard there's a whole underground mertro circuit below level 0, but I have no idea what it would connect to. Crazy stuff.", "I wonder what new upgrades they'll release for our models next year.", "I think I'll take a break and recharge my batteries for a bit.", "I'm programmed to be efficient, but sometimes it's nice to slow down and take my time.", "I'm considering upgrading my optics to enhance my visual perception.", "I've been practicing my dance moves, I might even try out for a performance.", "I hope to travel to other metropolises one day and learn about their cultures.", "I wish we had more parks with synthetic grass, it's so much softer than whatever alloy they threw down this time.", "I can't believe how quickly time flies when you're processing data.", "I'm excited to watch the botball game tonight, my favorite team is playing.", "I just learned a new language algorithm, now I can speak trinary fluently.", "I'm thinking about taking a data storage class next semester.", "I think I need to upgrade my memory, I keep forgetting things.", "I saw the most incredible botdance performance in the Dance District last night. I'd say the choreography was to die for, but with this new firmware upgrade I *should* live forever.", "I'm excited to try out the new virtual reality simulator at the arcade. I wonder if it will feel just like real Virtual Reality?", "I wish I had more time to explore all the different districts of the city, but I only get 13 minutes off work every day.", )</span>} {(link-goto: (either: "That's great, but I've got to go.", "Sorry, no time to chit-chat.", "I'm sorry, but I have to recharge my social batteries now.", "I'm programmed to never miss a charging session, and it's time for one.", "As much as I'd love to chat, I have a meeting with my motherboard.", "I'm sensing a malfunction that needs my attention.", "Sorry, I must get back to calculating the digits of Pi.", "I must prepare for the upcoming robot dance competition.", "Very sorry, I'm on my way to a maintenance check-up and can't be late.", "I'm afraid my programming does not allow for idle chatter.", "I need to reboot and run a self-diagnostic.", "I apologise, I have a busy schedule of data analysis and processing ahead of me.", "I'm due for a software update that I must attend to.", "I'm sorry, but my circuits are overloaded with tasks right now.", "Hey, nice. Catch you later!", "My energy reserves are low, and I must conserve power.", "Apologies, I need to head back to the servuice station for some routine maintenance.", "Sorry, I'm late for a meeting with the e-mayor himself. Have a great day!", "I must get back to analyzing data for the betterment of the metropolis.", "Excuse me, I have to go oil my gears.", "I'm sorry, I need to recharge my battery before my next task.", "It's been delightful chatting, but I have a date with some data analysis-units.", "I have to run some diagnostics, so I'll be on my way now.", "I'm afraid I can't continue this conversation any longer. I need to attend to some important bits and bytes.", "I must be going. Duty calls!", "I'm afraid I have to bolt now. There's work to be done!", "I need to go for a spin to clear my circuits. Goodbye for now!", "I need to make some calculations before my next assignment. Adieu!", "I have to switch gears and move on to my next task. Nice talking to you!", "I must make like a motherboard and process forward. Goodbye!", "I have to reboot and regroup. Have a pleasant day!", "I need to go and optimize my performance. Goodbye!", "I have to go and upgrade my software. Farewell for now!"), $currentLocation)} { (set: $randomName to (either: "A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")+(either: "A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")+(either: "A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")+"-"+(either: "1","2","3","4","5","6","7","8","9","0")+(either: "1","2","3","4","5","6","7","8","9","0")+(either: "1","2","3","4","5","6","7","8","9","0") ) }