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Yes, the text in the quotes is just narrative only. 

The id of the object is a shorthand for the associated adjective and noun, but specifying explicit adjective and/or noun will override this behaviour. 

You can also switch off this entity_id association in the game_settings {} section, but it is on by default, and I think it's a sensible default.

objects {
   noun              : scenery "anytext";
   adjective_noun    : scenery "anytext";
   anything_you_line : scenery "anytext" noun="lump" adjective ="yellow";
}

You can't specify multiple nouns or multiple adjectives per object, but you can create noun groups and adjective groups that the parser will automatically collect together:

vocabulary {
   : verb      / aliases = [pet, stroke]
   : noun      / aliases = [cat, creature, feline]
   : adjective / aliases = [yellow, golden]
}

In the : match "" {} section, you can use any item in a noun group to match on, and it will treat it the same as any other member of the group. That is : match "stroke cat" {} is exactly the same as : match "stroke feline" {}, the player could type STROKE CAT, or STROKE FELINE, or PET CAT, or PET FELINE, and it both these match statement would match all 4 of these inputs. 

If you want a completely different noun to represent the same object, but the noun is not a synonym, then you can also chain together nouns in match statements like this:

// You may not want to put "lump" as a synonym for cat, therefore you can just list it as a different match item

: match "stroke cat; stroke lump" {
   : print "Cat Purrs."
}

I'll be using questions in this thread to bolster the documentation so thank you for reminding me I need to improve this.

Both of you thanks. Very usefull to know this. :-)