It's me again, causing more trouble. :) I want to make certain items unlistable (is that a real word?) but examinable, and I don't know if that's possible or...
Hi Ricky! You are not causing trouble, it's a pleasure! I have not tested it so this is just an idea. Have you tried to fiddle with the opaque meta-attribute...
That code is valid, but it doesn't quite do everything I'm looking for. I think I'll add to that the idea of making it not opaque once you "take" it, so not...
I'll apologize ahead of time for this post -- it's kinda long and maybe a bit hard to understand. But bear with me ... Let's say you have four doors, numbered...
Since I'm really a beginner at Alan, I probably shouldn't even respond to this. But would this work ... Instead of numbers on the doors, say you have a Red...
... I don't think it's possible to use numbers as names, as the arun parser interprets them as integers. You could name the doors "one", "two", "three", "four"...
Yes, that would work. You could, as an option, use the door colours as 'exits' rather than creating verbs, eg: the in_front_of_doors isa location description...
stevgrif@...
Nov 8, 2007 10:39 pm
2278
I did a brief search of the site and couldn't find anything that answered this question. It's really a minor thing, but I thought it was worth mentioning. ...
Well spotted Ricky. I agree that this is a bug. It seems the player's response to the save/restore/quit' question isn't processed by the interpreter in the...
stevgrif@...
Nov 16, 2007 8:26 pm
2281
... PS: talking about the process of quitting from a game just reminded me that the std.i library has a hangover from the AlanV2 days where 'q' as a synonym...
stevgrif@...
Nov 16, 2007 8:39 pm
2282
Let's say we want a player to get into a vehicle and drive to another location. Let's also say that initially the player does not know what this location is...
My experience with both adults and kids of various ages and development levels suggests that "it depends"... and that games designers cum programmers generally...
I'm sure some smart-ass would suggest using the GPS! Seriously ... this is a great question!!! Most questions seem to concern various programming issues. This...
Funny you should mention a GPS -- in the first incarnation of this game (written in HTML and JavaScript) the "hero" did indeed use a GPS to get from place to...
Don't think that your target audience are all 26 like your brother is. I first started playing IF way back in the late 80's and am still actively playing. If...
This whole issue is, to me, fascinating. What it boils down to, I think, is how much and what kind of detail do we want to include in our games. It applies not...
Ben! I think you hit the head of the nail here. I myself is kind of an impatient person and is not very found of "simulationistic" games, i.e. games where you...
I'd look at it this way: One definition of fiction is "life with the boring bits left out." So the test I apply is: if the player wants to do (whatever), then...
Jayzee xxxx
halo_68@...
Dec 11, 2007 5:28 pm
2291
Been out for a while (we just had our first baby, and she's taking up a good bit of my time now!) Thanks for everyone's comments on the other thread. I have...
My opinion is that while mazes are tedious to solve per se, they put, if are well implemented, a dimension of discovery and mistery in a game. But, once...
... Don't put a maze in your game. Or rather, only put one in if there's a very good in-game reason for it, *and* you can give it some interesting new twist...
I agree. Mazes appeared in older games when the idea of the player being able to control his own movement - you know, moving from room to room - was a novel ...
Jayzee xxxx
halo_68@...
Dec 15, 2007 4:20 pm
2295
Hello, I've just started authoring with ALAN3, and I've used the 'arun' and 'gargoyle' interpreters. Is there an interpreter available that I could embed in a...
Interactive Fiction G...
if@...
Dec 16, 2007 5:20 pm
2296
[First of all, James, I don't have an answer to your question from last month. I apologize. I have a totally unrelated question to pose to the group myself...
Ricky wrote ... I think a) is best. C) does seem too harsh if this indeed a minor plot feature. Though it would be much kinder than "D) let the player play on...
stevgrif@...
Jan 12, 2008 7:57 pm
2298
I agree with Steve. "C" would be extremely frustrating were I to play the game. "B" is possible, but is it worth the bother? "A" seems to allow the story to...