Kyunji wrote:YESYES
I've always longed for a nice, gentle, zappy text adventure (unlike the rather... erotic ones at the TF Gaming Workshop). This is absolutely perfect. Excellent job -- and you coded this all from scratch? You are officially awesome.
Thanks. Though, there are a few situations that might not be described as 'gentle' per se - some of the outfits can be a touch on the revealing side and there a couple places (endings, chiefly) where things are insinuated - but I did keep this fully on the IF side rather than AIF *nodnods* - A lot of the other stuff (findable at the aforementioned TF Gaming Workshop) tends to be a little more explicit than my tastes run, and certainly moreso than I'm generally comfortable writing (write what you know, after all, ne?)
I did spot a couple small bugs: First, typing "zap zap" with the Zapinomicon and the wand in your inventory zaps both objects -- definitely Not a Good Thing, as anyone who's zapped the wand can attest. Second, you can type "escape" anytime, anywhere to activate Bad Ending #5. I found this out after the first glitch, which includes a hint to < escape >. This is very confusing if you haven't gotten far enough into the game to find out how < escape > is actually supposed to be used.
One is a "bug" only sorta, the other isn't actually.
Spoilers in white text, so highlight to read
Anything that deals with item presence - look, get, zap, drop - does a comparison between the argument entered and the names of items present (or in inventory only, as in the case of drop). So it checks to see if the argument is present in the name - ie, "book" in "ancient book" and it checks to see if name is present in the argument (so that "ancient book" is found in "the ancient book") - to prevent headaches from having to type the full name of them item each time (gets old on replay, trust me... Way, way old... -.-;;;;;;;;; ), and also to prevent headaches from people who prefer more accurate grammar such as "look at the ancient book" - without what I have now, or something else that would do much the same thing, both "look book" and "look at the ancient book" would fail, requiring exactly "look ancient book" in order to get anywhere.
I elected to go with more ambiguity and less headaches. But as a consequence, for anything where ambiguity between items exists, it processes all matches. "look a", for instance, would look at any items that have the letter "a" in their name.
I could do it so that as soon as it found one item that matched, it ended searching and processed that, but in the example given, it would not work as you want it to -- the wand is item #1, the zapinomicon is item #13, so the wand would be affected and the book not.
I'll investigate a "I don't know which <item> you mean, $name" solution, though -- in a couple days.
--
<escape> for bad ending #5 also isn't really a bug. You get that option in the non-special rooms. Any other failed escape attempt results in a different bad ending. I may make variant bad endings for escape for each of the rooms, so there are unique endings for all 8, but for now there are multiple ways to get that one bad ending.
It's also supposed to be confusing -- the intention is that on the first playthrough or two, that the escape attempt will be made incorrectly, giving a game over - bad ending. This is awesome despite the bugs, though. I especially love the endgame. For those of you who are having trouble with the game, persevere -- your efforts will be rewarded. (EDIT: never mind, just read the front page. Can't wait for more!)
Is this game going to be expanded even more in the future? The game seems to hint that there will be more. I love the idea of a game where you run around, solving zappy-based puzzles to unlock new powers.
Thanks for putting so much effort into making this awesome game!
Yes, and no. I cut short the size of the endgame area from the intention. there were going to be 19 rooms, I cut it to 9 to finalize and publish today. Sometime in the next week I'll add and populate the rest of the area. There are also two additional areas where I have left options for expansion therein, and may or may not add story hooks into them.
But, I think that once I fix a couple bugs, a lot of typos, maybe touch up an ending or twelve, and maybe see about fixing up item presence as mentioned above (in the white text), I'll see about doing something more story-oriented, rather than sandbox-oriented. (Currently, I'm leaning toward doing the sequel to Love-Love 4/5 as IF, rather than CYOA, since the direction I want some of the story arcs to go doesn't work as well in a CYOA as the first's current format is.) There's a couple other things I want to do, but think I sort of know how to do them now (complicated locks - testing more than one condition, and the talk/ask verbs), but to add either to what I currently have would involve an
awful lot of rewriting.
EDIT: Oh, and this isn't really a bug, but it's a bit confusing that you have to type "look me" to see what you're wearing -- "look clothes" doesn't work, which initially made me think that the clothes weren't programmed. You might want to change that.
>.> Whoops.
That's a throwback to when clothing was going to be an actual item, rather than a special case. Now that clothing/clothes are handled differently I do need to add a special check for the look verb...
So, a bit of work to do in the afternoon, when I wake up, then. ^^;