I had a lot of fun learning Adventuron for the TALP jam this year, but
- I couldn’t fit in everything I wanted for the comp, and
- there was stuff I didn’t know Adventuron could do, and
- there was stuff I figured Adventuron could do, but I couldn’t quite see how, yet
- My testers did a great job of finding and suggesting stuff, but – well, I didn’t have the time or knowledge to implement some of it before the Comp
I’ve sorted a lot of that out post-comp, and I’ve hopefully made the game more user-friendly. I need a person or two to make sure there were no horrible regressions with all my code restructuring, etc. Even someone hammering (semi-)mindlessly on a specific new feature is a big help.
It’s tough to generate all the play-relevant test cases as a programmer. I’ve done a lot of programmer testing but suspect there is a blind spot or two. So anyone willing to help out and maybe test a new feature/fix has my gratitude and I’d be glad to return the favor.
Let me know, and I’ll send a link to the candidate binary!
Oh, for those who played release 1? Thanks, and … notes below.
tentative change log for release 2
I made a lot of changes for release 2. The most visible one for content is probably switching two bonus points. Two were related to one item, but they were moved to an achievement. There also are new achievements.
2873
– (item redacted) had 2 bonus points, but it’s now an achievement
– other new achievements, plus for players trying to get all achievements, option to start later if you got everything in a certain room
– item that should’ve had bonus point for comp now does. There’s also an endgame bonus point.
– if you replay to get all bonus points, the game now flags half-right bonus points, since it’s assumed you know all the main points and there’ll be no confusion
– new/redrawn graphics for items, scenery and locations
– using Travel Grail too early now gives a THINK. Prayer Lights too late, too
– bonus points now roll over to re-playthroughs
– THINK now saves if you thought of a bonus point too late. Also, if you get the item you need on replay, the game nudges you “hey, do it this time”
– TALK and ASK upgrades
– Tutorial mode now more on rails
– The parser should now understand all adjectives
– one footnote is moved from coming back to Thor to being on the hill. It is about the nonreciprocal directions. It seemed better to explain this immediately
– adjusted EXITS so “east/exit” don’t show in hub spokes (less confusing)
– TALK responses everywhere including ASK THOR tweaked a lot
– ASK 0 now points you to what you haven’t asked yet
– stock rejects for certain popular parser verbs (ATTACK/USE)
– new books in bookshelf on reading through on a 2nd playthrough
under the hood stuff
– used Adventuron’s ZONE feature to simplify code
– modularized variable names for my own sanity, also renaming footnotes_available to have_won
– used Python script to check all {string_name} string calls were valid