I know I can’t be the only person to have wanted this, but I’ll be darned if I can figure out how to do it.
There’s a forest with underbrush. Until the player clears the underbrush, he can’t see the barbed wire, which is a door (and needless to say, can’t go east where it would lead). Even after clearing underbrush, he can’t climb the barbed wire without wearing a protective garment or clipping the barbed wire, but that seems easy enough to program and might be too much info for the problem at hand.
If I say
Barbed wire is a door.
Barbed wire is east of the forest and west of the army base
You can see, climb, taste, and smell that darned barbed wire. And while I could omit it from the description, and program “instead” code for all that, it seems like there must be a better way, since a savvy player might detect the door.
If I say
[code]Limbo is a container. Barbed wire is in limbo.
Instead of cutting the underbrush:
say “now you’ve cut away the underbrush.”;
now barbed wire is a door;
now barbed wire is east of the forest and west of the army base.[/code]
Or any related construction, Inform doesn’t like that.
I could make barbed wire not a door per se, like so:
[code]Barbed wire is a thing. Barbed wire is fixed in place.
isUnderbrushCleared is a number that varies. isUnderbrushCleared is 0.
Instead of cutting the underbrush:
say “now you see barbed wire”;
move barbed wire to the location;
isUnderbrushCleared is 1.
Instead of going east when the player is in the forest and isUnderbrushCleared is 1:
say “You go east to the army base”;
move player to army base.[/code]
But I’m afraid this will give me trouble when I want other people in the game to be able to follow the player in and out the door, and possibly in other door-related situations as well.
I see a lot of ways to proceed, but I’m not sure which will give me the least trouble. Any advice?