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PostPosted: Wed Oct 19, 2011 11:01 am 
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Joined: Sat Oct 15, 2011 4:47 pm
Posts: 18
matt w wrote:
That particular source-code ordering doesn't sound as though it should have made a difference. If you don't mind my saying so, my guess is that you had some irritatingly hard to notice typo, and when you were switching 3 and 4 you fixed the typo.


I believe you are correct. I went over the code several times before and must have missed it every time! :oops: Since I've been doing this for less than a week, I just figured that I was taking to totally wrong approach. My next goal, I think, is to play all of the example games on the Inform site and then read their source codes. So far I've only played Bronze.

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PostPosted: Wed Oct 19, 2011 12:40 pm 
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Joined: Thu May 20, 2010 9:33 pm
Posts: 479
Since you say you've played Bronze, I'll point out that I think the navigation mechanic in it (that allows the player to simply "go to" any previously-visited location) is extremely well suited to the kind of game you're talking about, with a lot of rooms that the player character is supposed to know fairly well and might need to spend time revisiting. I personally resent having to put a lot of effort into navigating, and I find that having to pay a lot of attention to how to get back to a place I've been breaks the immersion except in the few kinds of settings where conscious navigation is expected (such as, say, a series of caves).


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