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Ah, interesting to know about the "quiet" settings. I lose track of everything that Chris has added to the system since I first looked at it, back in early 2018.

Yes, having just a single (known) object would make things easier in your case. Especially as the player can't take anything else up the tree.

[One thing I would say, and I was very guilty of this with my first attempts to use Adventuron, is that if you come to the system trying to program in a way that another system works (be it BASIC, PAW, Inform or whatever) then you can spend half your time trying to fight and program around Adventuron strengths.

I've found the last couple of games I've written with Adventuron a breeze... simply because I decided to embrace all the little features that Chris has put into it, rather than attempting to code everything how I'd do it if I was using the Quill and PAWs.

Even doing things like using "objects" to represent things I'd usually do with flags & dynamic location text, such as additional location features such as a trapdoor or NPCs, has saved me no end of time. And the has_not_created check has been an absolute godsend.

I'm now coding entire games in a few evenings... rather than weeks or months... with the added bonus with the last full-length game I did, of also almost having an instant 8-bit ZX Spectrum version too.]