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I've had to tear myself away from a few interesting concepts because I wasn't getting enough good puzzle ideas. But a couple of days ago I hit upon a setting that I've managed to flesh out into a small adventure on paper. So far, in terms of coding, I've mostly been doing more thorough research/tinkering with Adventuron itself (I really flew by the seat of my pants, last time!), and I'm starting to get a feel for the design philosophy behind it.

At the moment, my opening text is about half-finished and it already feels rather long to me, so I'm trying to think of a way to get some of that information/setup into the game proper, perhaps as another puzzle.

The writing is a bit slow-going as I'm having to rewrite things multiple times to get them to feel sufficiently "Wodehousian" when I read them back... ;)

One of the challenges that I've had with Adventuron is with the documentation. There's a lot of good info there, but it's laid out very much in an order to be followed as a guide for a beginner (which makes sense), but I'd like more of a programmer's reference/overview. I don't know if it was as well-developed the last time that I used it, but I'm finding that the in-editor "Ctrl-Space" hint system is filling a lot of that gap for me this time.

Hi there,

Sorry to hear about your problems with the documentation. I think a more hardcore version of the document is overdue, but also arguably, the document is already too complex for beginners now, with all the extra information I've been adding.

I'm sure you are looking in the right place, but just to confirm, here are links to the documentation...

https://adventuron.io/documentation/

https://adventuron.io/documentation/cookbook.html

If you get stuck then feel free to ask a question.

Chris

Oh, no worries at all! I consider the issue to be very much on me, and not on Adventuron Classroom! As you say, the existing documentation has some rather advanced material for beginners, even without looking at the more arcane examples in the "Cookbook". And as I say, the in-editor help is really doing the trick for me. I don't think that I properly understood how to use it, last time.

Your last game was very good. If you wrote that feeling that you didn't really understand how to use Adventuron, then you should be congratulated.

Regarding your opening text being too long, it's good that you recognise that now. For me, I hate reading a long blurb at the start of a game, particularly if it's only background and not really relevant to the game itself. I just want to get in and play the game, not read a friggin' novel. If you can, try to give a bare bones introduction that presents enough of a teaser that it makes you want to play the game, then gradually reveal the story, and even the goal, as the game develops.

I'm really looking forward to playing all these games.

Thanks for the compliment! Your game in the two-word jam was amazing.

I think I've got my opening down. I cut out several lines of waffle about prior events that I realised didn't impact the main story at all, and changed the introduction of a major character into a new area and puzzle at the start of the game. Now I'm down to 4 short paragraphs, most of which is a conversation.

Thanks. Of the four Adventuron games I've published so far, I think 'Igor's Quest' is my favourite - despite the lack of graphics.  It was fun to make and I learnt a lot about Adventuron. For the current game, I'm learning a lot more about multi-word input and Adventuron's various quirks in this regard. It all adds to the challenge.

I hear you on the programmer's reference/overview!
I made one if you're interested, although it goes out of date quickly. :D 

Ha ha, yes, I've already noticed a bunch of significant new features that I'm sure weren't there a few months ago!