inform7newbie wrote:
I would rather not have anyone do the code for me, but if there is an easier method than what I'm proposing, I would appreciate a helpful hint as to what that might be.
There are usually lots of methods in IF. In general terms ... if I were given this assignment, I would (a) create a map with all of the rooms that will be needed and doors between the rooms, (b) make the doors lockable and locked, (c) figure out exactly what actions will unlock the doors, and then (d) implement those actions.
With respect to talking to another character as part of the desired actions, I recommend that you download and install the extension Conversation Responses by Eric Eve. This will allow you to write rules such as this:
Code:
Response of Darren when asked about the brass key:
if Darren carries the brass key:
say "'It's just an old key. Here, you want it? Take it.'";
now the player carries the brass key;
otherwise:
say "'Dude, I already gave you that.'"
inform7newbie wrote:
The second question--the way the game works is you talk with an individual, make a decision, and then based on that decision move to different areas of the game, where you have to make other decisions. I want to stop players from playing through too quickly--that is to say, set a certain amount of time between when they make a decision, and when they can make the next one. Is that possible?
Do you mean real-time delays or delays of a number of turns? Two entirely different beasts. I've never used real-time delays, but there are a couple of extensions on the Inform site that may help. Looks like Real-Time Delays by Erik Temple might do what you have in mind.
If you're talking about a delay of a number of turns, you might want to implement some scenes. Start a scene when the oak door is unlocked for the first time, end that scene five turns later, and write a rule that prevents certain actions from being performed while that scene is happening.