Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm dabbling with a few ideas to get around the two-word limitation and still make the game feel rich and atmospheric, yet player friendly.

Let's say I have a road that goes north and south and a hotel off to the west. There are connections to the north and south, but no connection to the west. You can ENTER HOTEL to enter it and GO EAST (or E) to return from the hotel to the road. The latter is implemented using a oneway exit. So far, so good.

However, you can also EXAMINE HOTEL to discover that it is to the west. Once you know this, you can GO WEST (or W) to enter the hotel to save typing. This is implemented as follows:

   : match "examine hotel" {
      : if (is_present "hotel") {
         : print "To west.";
         : done;
      }
   }
   : match "w _;enter hotel" {
      : if (is_present "hotel") {
         : goto "room_hotel";
         : done;
      }
   }

Why is west being shown as an exit from the road when it doesn't have a connection defined? Is Adventuron parsing my match statements and determing that an exit west is possible and adding the exit when I don't want it shown? If so, can I prevent this? I only want exits shown when a connection is defined, not when it's in a match statement.

(+1)

By default, Adventuron scans the on_command table for exits.

As with most things, this behaviour is configurable ...

game_settings {
   # basic = only use connections table and do not use on_command table.
   exit_list_calculation = basic
}

Perfect! I knew there'd be something tucked away somewhere.