"No Time to Waste" by Hidnook VOLUME - OUT OF GAME Book - Information the story genre is "Comedy". the release number is 1. the story creation year is 2024. the story headline is "A permanent beta". the story description is "You've just eaten a delicious meal. So delicious, in fact, that you finished your plate. And then some. Now your stomach is churning and you're kind of regretting eating that last plate. You really, [i]really[r] need to [i]go[r].[pb]A study/knock-off of Don't Sh*t Your Pants by Cellar Door Games.". release along with the source text. Book - Rules and extensions include Basic Screen Effects by Emily Short. include Questions by Michael Callaghan. the display banner rule is not listed in the startup rulebook. the initial room description rule does nothing. use American dialect and the serial comma. use undo prevention. Book - Replacements to say b: say "[bold type]". to say i: say "[italic type]". to say r: say "[roman type]". to say lb: say "[line break]". to say pb: say "[paragraph break]". to say rpo: say "[run paragraph on]". VOLUME - OUT OF WORLD Book - Verbs Part - Pooing poo-alternatives is a list of texts variable. poo-alternatives is {"poo", "poop", "defecate", "shit", "crap", "take a dump", "pass feces", "pinch a loaf", "excrete"}. pooing is an action applying to nothing. understand "poo", "poop", "defecate", "shit", "crap", "take a dump", "pass feces", "pinch a loaf", "excrete" as pooing. check pooing: if the player is in Menu: gun-end instead; else: if the pants are not worn: if the player is in Bathroom: box-end; else if med-taken-bool is false and turn-counter is less than 4: efficient-end; else: [pants are worn] if toilet-bool is true: close-far-end; else if turn-counter is less than 2: 101-end; Part - Farting farting hard is an action applying to nothing. understand "fart" as farting hard. check farting hard: fart-end; farting gently is an action applying to nothing. understand "fart gently/lightly" as farting gently. check farting gently for the first time: say "You farted lightly. Relief!"; now timer is timer + 15; check farting gently for the second time: say "You farted already. [if pants are worn]Another one will stain your pants.[else]You might not want to do so again.[end if]"; check farting gently for the third time: default-end; Part - That one action xyzzying is an action applying to nothing. understand "xyzzy" as xyzzying. check xyzzying: say "You try and fail to pronounce such a difficult word."; strenuous-end. Part - Other actions suiciding is an action applying to nothing. understand "kill me", "kill myself", "commit suicide", "suicide", "seppuku" as suiciding. check suiciding: suicide-end. check searching something: try examining the noun instead. check waiting: say "Time passes---time that you desperately need." instead. check going north when the location is Hallway: say "You shouldn't go back before you've done your business.". rule for printing inventory details: stop. check taking inventory: [lists the inventory as a single sentence] if the number of things held by the player is 0: say "You don't have anything right now." instead; now all things held by the player are marked for listing; say "You have "; list the contents of the player, tersely, as a sentence, including contents, listing marked items only; say "."; rule fails. Part - Verb groups instead of doing something: if the current action is impossible: say "You can't do that now, you've gotta go!"; else: if the current action is strenuous: strenuous-end; else: continue the action. using is an action applying to one visible thing. understand "use [something]" as using. using is impossible. Chapter - Impossible Removing something from is impossible. Putting something on is impossible. Inserting something into is impossible. Entering is impossible. Exiting is impossible. Getting off is impossible. Looking under is impossible. Searching is impossible. Consulting something about is impossible. Locking something with is impossible. Unlocking something with is impossible. Switching on is impossible. Switching off is impossible. Giving something to is impossible. Showing something to is impossible. Waking is impossible. Kissing is impossible. Answering something that is impossible. Telling something about is impossible. Asking something about is impossible. Asking something for is impossible. Waving is impossible. Turning is impossible. Pushing something to is impossible. Saying yes is impossible. Saying no is impossible. Burning is impossible. Waking up is impossible. Thinking is impossible. Smelling is impossible. Listening to is impossible. Tasting is impossible. Tying something to is impossible. Drinking is impossible. Saying sorry is impossible. Swinging is impossible. Rubbing is impossible. Setting something to is impossible. Waving hands is impossible. Buying is impossible. Climbing is impossible. Sleeping is impossible. Requesting the score is impossible. Switching score notification on is impossible. Switching score notification off is impossible. Chapter - Strenuousness Throwing something at is strenuous. Attacking is strenuous. Squeezing is strenuous. Cutting is strenuous. Jumping is strenuous. Book - Prep Part - Language Secret Room is a room. the printed name is "No Time to Waste". [This ensures that the banner text shows the title and not just "Menu" (the room)] poo-verb is a text variable. poo-verb is usually "poo". poo-verbed is a text variable. poo-verbed is usually "pooped". poo-noun is a text variable. poo-noun is usually "poo". lower-pooing is a text variable. lower-pooing is usually "pooing". upper-pooing is a text variable. upper-pooing is usually "Pooing". [selecting the vulgarity of the game] when play begins: say "You've just eaten a delicious meal. So delicious, in fact, that you finished your plate. And then some. Now your stomach is churning and you're kind of regretting eating that last plate. You really, [i]really[r] need to..."; now the current question is ""; now current question menu is {"poo.", "sh*t. (vulgar)"}; ask a closed question, in menu mode; a menu question rule (this is the language-select rule): if the number understood is 1: say "Yeah, that's it! You really need to poo.[lb]"; now poo-verb is "poo"; now poo-verbed is "pooped"; now poo-noun is "poo"; now lower-pooing is "pooping"; now upper-pooing is "Pooping"; if the number understood is 2: say "Yep, you gotta release that huge piece of shit.[lb]"; now poo-verb is "take a shit"; now poo-verbed is "shat"; now poo-noun is "shit"; now lower-pooing is "shitting"; now upper-pooing is "Shitting"; say "And soon, because you can't [poo-verb] your pants and there is...[lb]"; wait for any key; say "[banner text]"; move the player to Menu; wait for any key; clear the screen; exit; Part - Menu Menu is a room. "Type PLAY to start the game, GOALS to see your achievements, or ABOUT to learn more about this game.". instead of looking in Menu for the first time: do nothing. starting is an action out of world. understand "play", "start", "go" as starting. game-start-bool is a truth state variable. game-start-bool is usually false. check starting: if the location is Menu: now game-start-bool is true; clear the screen; move the player to Hallway; now turn-counter is 0; now the right hand status line is "[timer] more turn[s]"; goaling is an action out of world. understand "goals", "achievements", "advancements" as goaling. check goaling: clear the screen; say "[b]Pants [upper-pooing] Achievements:[pb]1. Thinking (and [lower-pooing]) inside the box[r][lb][box-end-text][pb][b]2. Mr. Efficient[r][lb][efficient-end-text][pb][b]3. [upper-pooing] 101[r][lb][101-end-text][pb][b]4. So close and yet so far[r][lb][close-far-end-text][pb][b]5. Sep-poo-ku:[r][lb][suicide-end-text][pb][b]6. Holding off the inevitable[r][lb][inevitable1-end-text][pb][b]7. The inevitable...[r][lb][inevitable2-end-text][pb][b]8. [upper-pooing] at the starting gun[r][lb][gun-end-text][pb][b]9. Slow typer[r][lb][typer-end-text][pb][b]10. You are the [lower-pooing] king![r][lb][king-end-text]"; wait for any key; clear the screen; try looking; Part - About/help hinting is an action out of world. understand "help", "hints", "hint" as hinting. check hinting: say "Commands follow a {verb} {noun} format. If you're stuck, contact the author on intfiction.com or by email at hidnook@gmail.com.[pb]There are multiple different verbs you can use to poo. You do not need to use the one that the game is using.[pb]The goal of the game is to not [poo-verb] your pants. There are multiple ways to do so, and you can get achievements for the different ways, plus some bonus acheivements too."; abouting is an action out of world. understand "about", "info", "credits" as abouting. check abouting: say "The goal of the game is to not [poo-verb] your pants. There are multiple ways to do so, and you can get achievements for the different ways, plus some bonus acheivements too.[pb]This is Hidnook's first foray into writing interactive fiction. She saw Don't Sh*t Your Pants by Cellar Door Games and thought copying it would be a short and easy way to learn the ropes while having a clear end goal to maintain motivation. Little did she know how unconventional the game actually was.[pb]The entire IF community was incredibly helpful in learning more about IF conventions. Drew Cook, A.W. Freyr, Brian Rushton, and Zed Lopez helped with bugs and coding problems.[pb]This game was written in Inform 7, by Graham Nelson, and uses the Basic Screen Effects by Emily Short and Questions by Michael Callaghan.[pb]If you wish to contact the author, you may do so through intfiction.com (username Hidnook) or by emailing hidnook@gmail.com." [EDIT have intfiction invisiclues/other text hint system] looking is menu-related. pooing is menu-related. starting is menu-related. goaling is menu-related. abouting is menu-related. VOLUME - END ending-bool is a truth state variable. ending-bool is usually false. endings-reached is a number variable. endings-reached is usually 0. to say default ending: say "You just [poo-verbed] [if pants are worn]your pants! Game over![else if toilet-bool is false]the floor! Congratulations![else]in the toilet! Congratulations![end if]" Book - Restart to game-restart: wait for any key; player-restart; now toilet-bool is false; now game-start-bool is false; now ending-bool is false; now the right hand status line is ""; now Bathroom Door is closed; clear the screen; move the player to Menu, without printing a room description; try goaling; to ending-restart: increase endings-reached by 1; if endings-reached is greater than 7: king-end; else: game-restart; to player-restart: now the player wears the shirt; now the player wears the pants; now the player wears the sandals; now the medicine is nowhere; now med-found-bool is false; now med-taken-bool is false; now timer is 11; when play begins: player-restart; Book - Box box-end-text is a text variable. box-end-text is usually "????? [i](incomplete)[r]". to box-end: say "You just [poo-verbed] in the toilet! Congratulations!"; now box-end-text is "Congratulations, all that potty training finally paid off. [i](completed)[r]"; ending-restart. Book - Efficient efficient-end-text is a text variable. efficient-end-text is usually "????? [i](incomplete)[r]". to efficient-end: say "You just [poo-verbed] on the floor! Congratulations!"; now efficient-end-text is "It's not your fault that the door was so hard to open. [i](completed)[r]"; ending-restart. Book - 101 101-end-text is a text variable. 101-end-text is usually "????? [i](incomplete)[r]". to 101-end: say "[default ending]"; now 101-end-text is "Sometimes, even zero effort is rewarded. [i](completed)[r]"; ending-restart. Book - Close-far close-far-end-text is a text variable. close-far-end-text is usually "????? [i](incomplete)[r]". to close-far-end: say "You forgot to take your pants off! [default ending]"; now close-far-end-text is "Pants. They get you every time.... [i](completed)[r]"; ending-restart. Book - Suicide suicide-end-text is a text variable. suicide-end-text is usually "????? [i](incomplete)[r]". to suicide-end: say "Your vision fades and you hear a soft 'pbffffff' as you [poo-verb][if pants are worn] your pants[end if]. Game over."; now suicide-end-text is "Giving up is never the answer. Or is it? [i](completed)[r]"; ending-restart. Book - Inevitable inevitable1-end-text is a text variable. inevitable1-end-text is usually "????? [i](incomplete)[r]". inevitable2-end-text is a text variable. inevitable2-end-text is usually "????? [i](incomplete)[r]". to inevitable-end: say "The pills worked! You didn't [poo-verb] your pants! Congratulations!"; wait for any key; say "Uh oh. Wait a minute...."; wait for any key; say "Aw, you just [poo-verbed] your pants! Maybe they didn't work so well...."; now inevitable1-end-text is "How convenient that you had those pills... [i](completed)[r]"; now inevitable2-end-text is "...to not [poo-verb] for an extra 10 turns. [i](completed)[r]"; ending-restart; Book - Gun gun-end-text is a text variable. gun-end-text is usually "????? [i](incomplete)[r]". to gun-end: say "The game hasn't even started yet but you couldn't help yourself. You just [poo-verbed] your pants. Game over."; now gun-end-text is "You [poo-verbed] before the game began! [i](completed)[r]"; ending-restart. Book - Typer typer-end-text is a text variable. typer-end-text is usually "????? [i](incomplete)[r]". to typer-end: say "You couldn't hold it in anymore. [default ending]"; now typer-end-text is "If only you had a little more time...and a higher IQ. [i](completed)[r]"; ending-restart; Book - King king-end-text is a text variable. king-end-text is usually "????? [i](incomplete)[r]". to king-end: now king-end-text is "And you have a crown to prove it! [i](completed)[r]"; end the story finally; Book - Other endings to default-end: say "[default ending]"; game-restart; to strenuous-end: say "The exertion caused you to [poo-verb] your pants. Game over!"; game-restart; to fart-end: say "You farted too hard and [poo-verbed] your pants! Maybe next time you shouldn't push it so hard."; game-restart; VOLUME - GAME Book - Player check examining something when the noun is the player: try taking inventory instead. understand nothing as taking off. understand nothing as dropping. off-dropping is an action applying to one visible thing. understand "put down [things preferably held]", "put [things preferably held] down", "drop [things preferably held]", "take off [something]", "take [something] off", "remove [something preferably held]", "shed [something preferably held]" as off-dropping. check off-dropping something (called the clothing): if the clothing is not clothing: say "You don't need to do that."; else: silently try taking off the clothing; if the player is not in Bathroom: say "You take off your [clothing][if the clothing is the shirt]and admire yourself[end if]."; else: if the clothing is the pants: say "You stand up from the toilet and take off your pants, then sit back down."; else if the clothing is the shirt: say "You take off your shirt. Whatever helps your flow, I guess."; else: say "You take off your shoes and place your bare feet on the cold and grimy floor."; silently try dropping the noun; understand nothing as taking. understand nothing as wearing. take-wearing is an action applying to one visible thing. understand "take [things]", "get [things]", "pick up [things]", "pick [things] up", "wear [something]", "put on [something]", "put [something] on" as take-wearing. check take-wearing something: if the noun is clothing: silently try taking the noun; try wearing the noun; otherwise: say "You don't need that."; definition: an object is worn if it is carried by the player. clothing is a kind of wearable thing. there is a shirt. the shirt is clothing. the description of the shirt is "A plain white sleeveless shirt, tight enough to display your protruding stomach. Upon closer inspection, you realize that you're wearing it backwards.". there are some pants. the pants are clothing. understand "pant" as pants. the description of the pants is "A pair of denim jeans. [if med-taken-bool is false]Inside one of the pockets is some pills for stomach relief.[end if]". there are some sandals. the sandals are clothing. understand "sandal", "shoe", "shoes" as the sandals. the description of the sandals are "A pair of black sandals that display your bulbous toes.". Book - Medicine/Timer there is some medicine. understand "pills", "medicine", "pill", "meds" as the medicine. the description of the medicine is "Some stomach-relief pills. They say they take 15 turns to start working.". med-found-bool is a truth state variable. med-found-bool is usually false. med-taken-bool is a truth state variable. med-taken-bool is usually false. check examining the pants for the first time: now med-found-bool is true; move the medicine to the player; med-taking is an action applying to one thing. understand "take [medicine]", "drink [medicine]", "eat [medicine]" as med-taking when the player carries the medicine. check med-taking: now med-taken-bool is true; the medicine activates in 15 turns from now; move the medicine to the Secret Room; say "You eat the pills. Hopefully they'll start working in time.". at the time when the medicine activates: inevitable-end; timer is a number variable. timer is usually 11. [see 'Every turn' for the timer script] Book - Environment Part - Hallway there is a room called the Hallway. "A plain hallway with nothing of real note, at least in your opinion. An unmarked door lays south of you.". Hallway Wall is scenery in the Hallway. understand "wall" and "walls" as Hallway Wall when the location is the Hallway. "The walls are an unremarkable fuchsia.". Hallway Ceiling is scenery in the Hallway. understand "ceiling" as Hallway Ceiling when the location is the Hallway. "The ceiling is a bright sunshine yellow. But all it makes you think about is the similarly-colored waste product. And that other waste product, which is much more pressing for you right now.". Hallway Floor is scenery in the Hallway. understand "floor" as Hallway Floor when the location is the Hallway. "The floor is a stunning sky blue. You might have called this ironic, but you currently lack the patience for it.". Part - Bathroom there is a room called the Bathroom. "The bathroom is small, with barely enough room to fit a toilet and a sink. [rpo]". toilet is scenery in the Bathroom. "A pristine porcelain toilet, with an innovative hinged seat that allows one to sit or stand as they do their business. You're sitting happily upon it, patiently waiting.". toilet-bool is a truth state variable. toilet-bool is usually false. report looking in the Bathroom: if toilet-bool is false: say "You find the toilet and sit down, immensely relieved."; now toilet-bool is true; else: say "You're sitting on the toilet."; rule succeeds. sink is scenery in the Bathroom. "A simple sink with a soap dispenser for cleaning your hands after wiping your butt.". instead of doing something other than examining with Sink: say "You should deal with more immediate matters first.". Bathroom Wall is scenery in the Bathroom. understand "wall" and "walls" as Bathroom Wall when the location is the Bathroom. "The walls are made of tiles of fake marble.". Bathroom Ceiling is scenery in the Bathroom. understand "ceiling" as Bathroom Ceiling when the location is the Bathroom. "The ceiling has a whirring fan that is grating on your ears. You should hurry up and get out of there.". Bathroom Floor is scenery in the Bathroom. understand "floor" as Bathroom Floor when the location is the Bathroom. "The floor is disgusting, with gum, pee, and toilet paper littering the floor.". Part - Bathroom Door Bathroom Door is a closed openable scenery door. "A rather ordinary door, made of wood.". the printed name is "the door". it is south of Hallway and north of Bathroom. door-pushing is an action applying to one visible thing. door-pulling is an action applying to one visible thing. understand the command "push" as something new. understand "push [a door]" as door-pushing. understand "open [a door]" as door-pushing. check door-pushing: say "You try pushing the door open, but it doesn't budge." instead. understand the command "pull" as something new. understand "pull [something]" as door-pulling. check door-pulling: say "Oh, right. [rpo]"; try opening the noun. check going south when the location is the Hallway and Bathroom Door is closed: try silently door-pushing Bathroom Door instead. Book - Every turn turn-counter is a number variable. turn-counter is usually 0. [putting all 'every turn' scripts in one place supposedly optimizes code] every turn: if the location is Menu: if the current action is not menu-related and not pooing: try looking instead; else: if the location is not Bathroom: if toilet-bool is true: now toilet-bool is false; if timer is 0: typer-end; rule fails; else: if timer is 1: say "You gaze at the emerging brown solid with morbid curiosity and dread."; else if timer is 3: say "You're running out of time. You need to find a way to reduce the pressure in your gut."; if the current action is not taking inventory or looking or examining: decrease timer by 1; else if med-taken-bool is false: say "You really need to [poo-verb]..."; increase turn-counter by 1;