Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Brilliant. I wanted to give my troll a bit more personality. I think I'll be able to do that now with the combination of chance(), random() and/or execute_one_at_random{}.

Regarding a reference manual, rather than beginner's tutorials, that gets my vote!

Regarding typos in the various doco, I've also noticed that, but there doesn't seem to be anywhere to report them. I'm happy to help out there.

Regarding the jam being for absolute beginners, I'm an absolute beginner when it comes to Adventuron, but I'm not an absolute beginner when it comes to programming and text adventures. I imagine that the bulk of itch.io users would be experienced artists and/or programmers, so you really have to expect them to have higher expectations than school children. Personally, I think Adventuron is far too complex for school children because of the convoluted syntax. Even I find it confusing.

"Personally, I think Adventuron is far too complex for school children because of the convoluted syntax. Even I find it confusing."

Teachers are just getting started with Adventuron, but you may in the end be proved correct.

(2 edits)

I agree about the syntax. If this is an introduction to coding it might make sense to stick to something more c-like. It wouldn't be a huge leap to move closer to JSON.

That said, it's easier said than done, and what's in Adventuron right now is functionable. The explanation about the different meanings for :, = and ({}) helped me understand better, and could be really helpful to have near the start.

One of my other pet peeves was the different typings of strings i.e. boolean "0" or integer "5". true/false and 5 are more succinct and universal.

I like the challenge of coming up with new systems in such a foreign environment though.