I’m working on a game which uses Eric Eve’s Conversation Package (and its constituent extensions). Epistomolgy (which is indirectly included as part of Conversation Package) keeps track of which things are “familiar” (either because the player has seen them or because the author has manually set them to “familiar”).
The game will include a number of liquids; these will be implemented not as things in their own right, but rather as a kind of value which is associated with the container in which they reside. (This idea, and some of the other aspects of liquid handling, are cribbed from Emily Short’s Measured Liquids, although I’m not actually including the extension because in many respects it is far more sophisticated than I need). The main reason I’m implementing liquids in this way is because I want to have two kinds of containers, one of which (what Measured Liquids calls a liquid source) never gets emptied. Thus, to illustrate, I might have a small bottle with a liquid of water; a glass, with a liquid of the null liquid (whch will appear to the player as empty); and a huge cauldron (defined as a liquid source) whose liquid is soup. If the player calls for an action (for example pouring) which transfers the water from the bottle to the glass, the liquid of the glass will be set to “water” and the liquid of the bottle will be set to the null liquid. On the other hand, if the player does something to transfer soup from the cauldron to the glass, the liquid of the glass will be set to soup, and the liquid of the cauldron will still be soup. This is reasonably straightforward to do by implementing liquids as a property of the container, but my sense is that it would be far more complicated – if possible at all – to do it with the liquids implemented as objects in their own right. (I don’t need to keep track of absolute or relative amounts; a given container will either appear to the player as full of a particular liquid or as empty).
All of this is, of course, behind the scenes. From the player’s perspective, liquids need to appear as objects. Although I haven’t yet worked out all the details, I think I can handle most of that with appropriate rules for printing names of the containers, “understand” statements, and rules for carrying out and reporting actions involving manipulation of liquids.
The problem that I’m running into right away, however, is that, as far as I can tell, Epistomology defines the concept of “familiar” only with respect to things – which means that since liquids will not be things, I can’t designate them as potential subjects for conversation. (Actually, the problem may be deeper than just familiarity; I’m not sure if kinds of value (as opposed to things) can be subjects of conversation at all in the system I’m using). I need to be able to have a player “ask the Chef about the soup,” for example.
Any suggestions would be greatly appreciated.
Robert Rothman