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I don't like the term "storeroom". Adventure authors have been using the term "limbo" for many years.

Inform handles this differently. Any object that does not start in a room is in "nothing". When it's destroyed, it returns to nothing. If you don't want it to return to nothing, you create a room called limbo and move the object to that room. In this way, you have full control over the life cycle of the object.

Adventuron does the latter automatically, but you can't return an object to nothing. There's nothing wrong with this. You just have to be careful to use the right tests for the situation and it needs to be explained more clearly in the user manual.

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THE ADVENTURE SYSTEM (1982):
"Room zero is reserved as a storeroom for objects currently not in any room. The player can not get to room zero by using one of the reserved directions. Actions usually do not permit the player to enter this room. The last room is reserved for some sort of limbo state should the player die. This is where the player is sent with a DEAD command. It may or may not contain exits back to the other rooms."