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Good, I didn't know about the "take all" feature, taking note. In advenjure you can get a similar effect with the autocomplete. If you enter "take " and hit ta
by facundo_olano 10y ago
Good, I didn't know about the "take all" feature, taking note.
In advenjure you can get a similar effect with the autocomplete. If you enter "take " and hit tab you will get suggestions for all the items available in the room.
Either case still requires the game scripter to try to guess what the players will attempt and write specific responses for that, otherwise they'll get the frustrating generic responses.
- cyberferret 10y agoAh, the tab thing is useful. But is seems to list ALL objects in the room, not just ones you can interact with. Seeing something on the tabbed list make me assume that you CAN in fact 'take' it, but nearly everything on the list CANNOT in fact be taken. A long and tedious process if you have to do them one by one, and not via global 'take all'. Apologies if I sound harshly critical - I am not, and I applaud your efforts here. I am simply framing my comments from many years of playing Infocom games over 30 years ago. I still have Frotz on my iPad these days so I can continue to enjoy bootleg copies of Infocom and other games. Would continue to use Advenjure too if the parsing quirks are worked out so that the game flowed naturally, rather than being a constant fight with the interpreter to try and achieve what I want to do.
- PhasmaFelis 10y ago> Good, I didn't know about the "take all" feature, taking note. If you're serious about making a viable interactive fiction engine, you should get really familiar with the Infocom games, the Z-machine engine and its various ports, and the Inform compiler that a latter-day fan made for the Z-machine (and the fan-made games that use it). That's the standard by which your work will be judged. If you're just fooling around, then do whatever you like. :) Some of your ideas are pretty neat, like tab completion.