How strange…only a week in, and I’m dreaming about coding. That hasn’t happened since I learned BASIC back when I was eleven! (And that was a loooong time ago…)
Thanks very much for suffering further questions. I’d imagine that these things are rudimentary, but I simply can’t find relevant bits in the manual (or online), search as I might. I’m probably just not taking the right approaches, meaning that I’m looking at the wrong tutelage for each idea.
Most simply (I think): How does one turn off the scoring? My first game doesn’t involve a score, and while I can probably experiment with interrupting the verb “score” with a message, that doesn’t solve the problems of the banner and the quit/win-game “You have scored…” bit.
Another basic thing that I just can’t glean: Is there a way to “pry” (such as with a unicorn’s horn – but it could be a crowbar or any such thing, of course)? My player must pry the eye out of a dragon, as it’s a light source.
I’ve obviously drawn a map prior to beginning to type in my object descriptions, and one of the rooms involves an obstructed direction – not a door, but merely the usual ability to leave the room. The player can still go back out the way he’s come in, of course. A group of angry bugs is blocking further progress to the south. Elsewhere in the game, the player has found a used soda can. If he drops this can in the bugs’ location, they swarm over to it and get stuck to its sticky-sweet sides, allowing progress to the south. (Yes, I’m deliberately keeping the puzzles simplex for now!)
I cannot, for the life of me, figure out how to block a particular direction with a (non-takeable) object that moves once of its own accord. Would I just check the current location in the can’s “after drop” section, or am I way off? I would need to change its description to include the bugs stuck to it, once it’s been dropped there – and change it to “non-takeable” as well.
The bugs don’t need to be addressed on a per-bug basis, or treated as an animated character, so my guess – but it’s only a guess – is that this one object, the “group of bugs,” can serve as one thing unless the player tries to count them, in which case I’ll insert a special message such as “They’re too numerous to count.” Am I on the right path?
Finally (sorry again about all the queries…once I get these things, doors in my head will open, spiderweb-like, to many other things), the game is won when the player places five objects – a plate, a glass, a spoon, a knife and a fork – on the table in a particular room, and then drops a token into a slot that’s in the same room. How would you approach this? Should I put this table-check in the room’s code, or the table (scenery) code instead? And how, for the love of Lebling, does one create a static/scenery “slot” that accepts just one object, and then spits it back onto the floor if the right conditions aren’t met on another piece of scenery in the same room? Would these things be in the token code, or the slot code, or neither?
Thank you very, very much for considering these questions. I know it takes time to explain such things to a novice, and I truly appreciate the help. It would be endlessly valuable to me.