mirror of
https://github.com/ganelson/inform.git
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707 lines
21 KiB
Plaintext
707 lines
21 KiB
Plaintext
Going Going == OMIT
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Streaming == OMIT
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Sackcloth == OMIT
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Polygons == OMIT
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Winds of Change == OMIT
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America Stands Tall == OMIT
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Studious == OMIT
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Buttons == OMIT
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Waiting Room == OMIT
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Tour des Maillots == OMIT
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Terracotta == OMIT
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Appraisal == OMIT
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>INTRODUCTION
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*PREFACE
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About the examples
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Basic room, container, and supporter descriptions
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*DISENCHANTMENT BAY
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1. The charter boat
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Basic scenery
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Basic backdrop
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Basic descriptions
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Basic door
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Basic locked container
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Radar aboard ship
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Basic pushable object
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Basic character
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Basic clothing
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Basic holdall
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12. Complete playable scenario
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*INFORMATION ONLY
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Formal syntax of sentences
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Mathematical view of relations
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Graph-theory view of relations
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About Inform's regular expression support
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>ADAPTIVE PROSE
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*VARYING WHAT IS WRITTEN
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Random variations within text
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Phrase to let us say things some number of times
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Substituting insults and boasts
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To say rules for insults and boasts
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Cyclical randomization of named objects
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Names of objects change with player's diction
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Say rules for is-are and it/them
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Saying a number in round numbers
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Otherwise if demonstrated
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Exact numbers replaced with vague quantifiers
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Creating our own text variations rules
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Filtering text output in room names
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Paragraphs of flexible descriptions
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Case change for text produced by to say phrases
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An example bouquet of flowers
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Describing ongoing character behavior with participles
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Describing relations using a random choice of verb
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Describing action outcomes using a random choice of verb or describing the world state that results
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Identifying nouns by the last thing done to them
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Describing action outcomes using a random choice of verb
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Inventory standard response changed
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Describing action outcomes using an adaptive random choice of verb
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Altering response text programmatically
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*VARYING WHAT IS READ
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Printed names for complex-named objects
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Kinds given new singular and plural synonyms
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Understanding names of things, basic
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Questions asked of the player
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Handling the nine-character limit
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Setting pronouns to respond to sudden changes
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*USING THE PLAYER'S INPUT
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Understanding text
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Fish of ambiguous species
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Player's erroneous command recorded for later
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Pig Latin for the player's commands
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>PLACE
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*ROOM DESCRIPTIONS
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Varying room description text
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Testing the locale description order
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Levels of lighting
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Supporters that don't list contents in room descriptions
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Incorporating changeable objects into the body of the room description
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LOOK mentions only currently useful objects
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Room description changes after first visit
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Room description changes at each of several visits
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Room description changes after note is read
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*MAP
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1. A landscape from Jamaica, 1691
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2. With one-way connections added
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3. Divided into regions
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Region off-limits to a player without VIP pass
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Maze with randomized room links
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Carousel Room from which exits lead to random locations
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Exits added to a room
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Map rearranged as player wanders so he finds rooms in order
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Compass directions renamed
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A hexagonal map grid for movement
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*DOORS, STAIRCASES, AND BRIDGES
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Door described differently depending on where it is
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Door kind that describes the destination
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Door described and parsed differently depending on where it is
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Doors that open automatically
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An automatically closing door
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Deadbolted door unlockable without a key on one side
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Readout showing status of all doors
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Doors as seen by NPCs
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Staircase kind of door, always open and unopenable
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Staircase kind of door which diverts the CLIMB command
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Plank bridge breaks on being crossed when the player is carrying something
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*POSITION WITHIN ROOMS
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Rooms with visible exteriors
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Pushing a box between named internal positions in a room
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*CONTINUOUS SPACES AND THE OUTDOORS
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Large objects visible from distant rooms
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Lighthouse whose light can shine in different directions
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Backdrops which can only be examined
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LOOK [direction] command
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Continuous space, simple
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Continuous space with distant objects visible
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Continuous space with distant objects visible and automatic room description
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Signposts to distant rooms
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*WINDOWS
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Basic window similar to a door
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Window that can be opaque or transparent
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Random characters seen through a window
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Window connecting two rooms
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Windows in high places
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*LIGHTING
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Rooms with light effects
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Light levels variable depending on the number of candles the player has lit
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Torch understood as flaming or extinguished
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Basic switchable light for a room
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Electric light kind of device
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Shiny items are described as reflecting torchlight
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Dark rooms given non-standard description
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Dark room which relies on other senses when light is off
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Scope approaches compared
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Light-filled rooms as a route through a space
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Cloak that makes a room dark
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*SOUNDS
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Rooms with sounds of nearby water
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Noisemaking gadgets which can be heard with LISTEN
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Scope for listening different from scope for seeing
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*PASSERS-BY, WEATHER AND ASTRONOMICAL EVENTS
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Clouds with random descriptions
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Randomized pedestrian passer-by
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Atmospheric background events that occur randomly during a scene
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Backdrops that move conditionally
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Cycle of day and night scenes
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Scheduling an eclipse
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>TIME AND PLOT
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*THE PASSAGE OF TIME
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Time told in 24-hour military style
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Time expressed in units other than minutes
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Turns take 15 minutes each
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Turns take a quarter day each
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Instant EXAMINE and LOOK
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All actions given different durations
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Implicit takes require time
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*SCRIPTED SCENES
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Sequence of background events that plays out in order
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Triggering a new scene when the player does any of several things
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Hurrying the player on a specific task
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Scenes which restrict movement
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*EVENT SCHEDULING
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Shops open and close at specific hours
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People who follow a schedule of activities
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Appointments at future times
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*SCENE CHANGES
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Moving props on and off-stage as scenes start and end
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Moving a backdrop during play
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Scenes with props lists and location properties
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Commercial break
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*FLASHBACKS
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Flashback scenes, simple
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Flashbacks with multiple outcomes
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*PLOT MANAGEMENT
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Goal-seeking plot manager, simple
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>THE VIEWPOINT CHARACTER
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*THE HUMAN BODY
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Disambiguating body parts
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Height of player affects descriptions
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Postures for sitting, standing, and lying down
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*TRAITS DETERMINED BY THE PLAYER
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Name of player character selected at start of play
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Asking the player to choose a gender
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Allowing the player to describe his character before starting play
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*CHARACTERIZATION
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Another, distinct from the player
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Restrictions preventing inappropriate behavior
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Examining the player
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*BACKGROUND
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REMEMBER command keyed to topics
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FIND command
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*MEMORY AND KNOWLEDGE
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Characters referred to when absent
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Box reports whether it has been open
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Horribly heavy box described differently after being taken
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Narration which changes as the player learns new facts
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*VIEWPOINT
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Player controls multiple player-characters in turn
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Different player characters that see different things
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Description related to player preconceptions
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Description varying depending on which avatar the player uses
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>COMMANDS
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*DESIGNING NEW COMMANDS
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*WRITING NEW COMMANDS
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*MODIFYING EXISTING COMMANDS
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LOCK and UNLOCK with altered carrying requirements
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*LOOKING
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Brief descriptions by default
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Full-length descriptions mandatory
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*EXAMINING
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EXAMINE always lists contents of containers and supporters
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Adding to descriptions without using "after examining"
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You see nothing special... message replaced
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EXAMINE produces special results for a group of objects
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Examining everything at once
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*LOOKING UNDER AND HIDING
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Evidence hidden until item is searched
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Hiding things under other things
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LOOK UNDER shows nothing unless the player has a light
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SEARCH [room] action that opens every visible unlocked container
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*INVENTORY
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Wide and divided variations on inventory
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INVENTORY listing with separate carried and worn items
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INVENTORY handling of properties made more flexible
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INVENTORY revised for other characters
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*TAKING, DROPPING, INSERTING AND PUTTING
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Scenery taking with a new message
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TAKE action reports where the noun came from
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DROPPING into and onto things
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DROP applies even to objects the player carries indirectly
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TAKE prints a description
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PUT and INSERT automatically TAKE first
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PUT and INSERT automatically TAKE first even with multiples
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Object the player can show off without taking it first
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*GOING, PUSHING THINGS IN DIRECTIONS
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Pushable ball that rolls on its own
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Exits listed when the player tries a wrong direction
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Travel to a room described
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Message on leaving a region
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Falling into a pit when going from darkness to darkness
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Travel with a pushed object given a new description
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First look text added for a newly entered room
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Traveling by room name rather than compass direction
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Traveling by room name, opening doors on the way
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PUSH something A DIRECTION modified
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GO BACK command
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GO equivalent to GO OUT
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GO OUT and GO IN determine most appropriate direction if none is defined
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GO UP and GO DOWN determined by room altitude
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*ENTERING AND EXITING, SITTING AND STANDING
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Variety of postures
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GET DOWN and DOWN understood as EXIT
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Automatically leaving an object before trying to travel
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Automatically leaving an object before trying to take it
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*OPENING, CLOSING, LOCKING AND UNLOCKING
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*WAITING, SLEEPING
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WAIT [number] MINUTES command
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WAIT UNTIL [time] command
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Sleep and waking
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*MAGIC WORDS
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Joke command added
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*ADDITIONAL COMMAND SETS
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*REMEMBERING, CONVERTING AND COMBINING ACTIONS
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Redirecting actions to new objects
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ASKing about a conversation topic other than the one the player typed
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Characters killed off by trigger actions
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Using lists as sets
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Maze escaped by performing an exact sequence of actions
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Device to remember and play back actions
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*ACTIONS ON MULTIPLE OBJECTS
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EXAMINE multiple things at once
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Multiple-object actions given modified descriptions
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Controlling the order in which multiple-object actions occur
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GIVE extended to multiple objects at once
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Allowing EXAMINE to see multiple objects with a single command
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Reordering multiple objects for dramatic effect
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*ALTERNATE DEFAULT MESSAGES
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*CLARIFICATION AND CORRECTION
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USE action which divines rational behavior for a wide range of possible nouns
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Disambiguation question giving items more explicit names
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Disambiguation question worded in a new way entirely
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Modifying and re-parsing an entered command
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Parser errors involving the any token
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*ALTERNATIVES TO STANDARD PARSING
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Adverbs used in commands
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Keywords in place of ordinary commands
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Menu of numerical options
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>OTHER CHARACTERS
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*GETTING ACQUAINTED
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Characters and objects with titles and special articles
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Characters renamed in play
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People changing their titles during play
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People introduced by relative
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Relations applying to multiple values of the same kind
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Murderer chosen randomly at start of play
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*LIVELINESS
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People who do new things each time the player looks
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Child who asks if we're there yet
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Person who picks up treasures
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Every turn an opponent plays
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*REACTIVE CHARACTERS
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Actions prohibited in the presence of a dangerous character
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Disorderly conduct
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Observation stage after report
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Smuggler carrying hidden items
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Sleeping person who can be woken in various ways
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Person who comments on the player's every action
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Furniture, resentment of
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*BARTER AND EXCHANGE
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GIVE command extended
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GIVE action for other characters
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*COMBAT AND DEATH
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DIAGNOSE command
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Simple Randomized Combat
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Randomized Combat with Weapons
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Corpses left behind when a character dies
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Multipart objects broken into components by gun blast
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Command prompt changing to reflect state of combat
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*GETTING STARTED WITH CONVERSATION
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People who must be greeted before conversation
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TALK TO usage corrected
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*SAYING SIMPLE THINGS
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ASK, TELL, and ANSWER commands rolled into one
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YES and NO handled as conversation
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Asking the player a Yes/No question
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ASK made like SHOW when applied to objects
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*SAYING COMPLICATED THINGS
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Conversation system with recap of past exchanges
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Conversation with multiple options for each conversation topic
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TALK TO command used with scenes
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Conversation based on keyword recognition
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*CHARACTER EMOTION
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Gestures for different characters to make during speech
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Person with emotions about what is said
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*CHARACTER KNOWLEDGE AND REASONING
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People attempting to detect the murderer
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Person who answers questions based on a common pool of knowledge
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Person who answers what, where, and when questions differently
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Conversation where characters seek logical connection to foregoing topics
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Hints leading the player through conversation
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*CHARACTERS FOLLOWING A SCRIPT
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Princess who makes various remarks
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Robot who records, then replays, the player's actions
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Robot who tracks up to fifteen separate command scripts
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Using lists as stacks
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*TRAVELING CHARACTERS
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Person who moves randomly
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Person who moves on a pre-determined path
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Person who finds a path to a destination specified by player
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FOLLOW command
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Person who follows the player
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Multiple people's movements are collated into paragraphs
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*OBEDIENT CHARACTERS
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People commanded to obey
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Character who learns new actions by watching the player
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Person who gets fed up after being asked to do many implausible things
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People who reject categories of instruction
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Person who obeys almost all instructions
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Issuing vague commands to characters
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ASK person TO do something, understood
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*GOAL-SEEKING CHARACTERS
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Escape action for non-player characters only
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Reporting rules for other characters' behavior
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Person who opens a container before trying to get something from it
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Person who pursues his own goals each turn
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*SOCIAL GROUPS
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People who interact with each other each turn
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People listed as a group, with their possessions afterward
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Shifting alliances among people
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Shifting alliances demonstrating all relation types
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People who move around a party on their own
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Using lists as queues
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>VEHICLES, ANIMALS AND FURNITURE
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*BICYCLES, CARS AND BOATS
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Vehicles that make noise
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Car which can only be driven on roads
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Travel requiring a vehicle
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Description from inside a vehicle
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*SHIPS, TRAINS AND ELEVATORS
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An elevator operated simply by walking in and out
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An elevator which takes the player to alternate floors
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Shipboard directions
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Train that makes station stops
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*ANIMALS
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Cat interacting with toys
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Concealed pet who would yip at you if it could see you
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Name of a dog set by the player
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*FURNITURE
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Drawers where thing is always in the last opened
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Finding the bottom of a pile
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Chest with a supporting lid
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Stool, from which dropped objects fall to the floor
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Raised supporter kind that conceals its contents
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Basic enterable containers and supporters
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Using lists as rings
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*KITCHEN AND BATHROOM
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Kitchen appliances
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Mirror into which the player can look
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>PROPS: FOOD, CLOTHING, MONEY, TOYS, BOOKS, ELECTRONICS
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*FOOD
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Food the player can eat without taking it first
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Sanity-check stage before the Before rules
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Foods with flavor
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Food with ingredients affecting the player
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Poisoned candy chosen randomly
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Hunger eventually killing the player
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*BAGS, BOTTLES, BOXES AND SAFES
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Safe that can be opened with a combination
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Safe with a multi-number combination
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Bottles with removable stoppers
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Containers referred to by contents
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Object named differently if next to specific things
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Object named differently if alone in its container
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Letters described as a group
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Containers and supporters given a common kind
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*CLOTHING
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Clothing kinds
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Clothing that layers
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Clothing with layering and regions of the body
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Concealing clothing for other characters
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Pocket added to every jacket
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Shirts constructed from component parts
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*MONEY
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Money system with simple tracking of player wealth
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Catalog of juggling equipment with prices
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OFFER price FOR command allowing player to bargain
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Money system including denominations of bills and coins
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Clothes made of priced fabrics
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Equation used for price curves
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*DICE AND PLAYING CARDS
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Deck of cards
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Deck of cards with individual card objects
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Deck of cards with identified poker hands
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Shuffling the arrangement of items in a container
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Pair of dice for rolling
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*READING MATTER
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Book with various contents
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Book with numbered pages
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Bookshelf with numerous books
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Encyclopedia set
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READ command separate from EXAMINE
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Notebooks that can be written in
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Notebooks that can be written in as a separate command line
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*PAINTING AND LABELING DEVICES
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Colour names for exotic pigments
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Paint that colours blocks
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Red sticky label
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*SIMPLE MACHINES
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Computer with numerous components
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On/off button for devices
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Signpost that can be turned
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Fishing pole assembled from parts
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*TELEVISIONS AND RADIOS
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Radios and other devices active when switched on
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Radio producing cycling programming
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Television with aspect ratio
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Television with channels, simple
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Television with channels, advanced
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*TELEPHONES
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Telephones reaching distant parties
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Telephones with standard American-length phone numbers
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*CLOCKS AND SCIENTIFIC INSTRUMENTS
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Clocks that can be SET TO any time
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Telescope allowing view of another room
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EMF Meter for ghost detection
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*CAMERAS AND RECORDING DEVICES
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Recorder that records sounds made by player and non-player actions
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Camera producing instant photographs
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Model objects referred to by the thing modeled
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Mirror remembering a room description from the past
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Video camera that records all actions
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>PHYSICS: SUBSTANCES, ROPES, ENERGY AND WEIGHT
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*GASES
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Smoke which spreads, not tracking concentration
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Diffusion of gas through the map, with concentrations
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Diffusion of gas through the map, where gas sinks
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*LIQUIDS
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Liquid container removed when drunk
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SHAKE command
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Liquid which soaks into porous items
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Flotation of objects
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Command applying to an object added to the story
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Liquid container that can be full, depleted, or empty
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Liquid containers with measured contents
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Fire put out by liquid
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Liquids in mixtures, identified by recipe
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Liquid model with large bodies of liquid added
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*DISPENSERS AND SUPPLIES OF SMALL OBJECTS
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Faux-infinite supply of red pens
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Near-infinite supply of pizza
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*GLASS AND OTHER DAMAGE-PRONE SUBSTANCES
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Fragile things that break when attacked
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Fragile things, basic
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Fragile objects broken when things are thrown at them
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Broken and unbroken flowerpots
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Soft objects able to be cut open
|
|
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*VOLUME, HEIGHT, WEIGHT
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Weighbridge
|
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Unit conversions
|
|
Containers that calculate internal volume and available room
|
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Containers which have a breaking strain
|
|
Sloping landscape on which round things roll away
|
|
|
|
*ROPES
|
|
Strings referred to by their length
|
|
String that can be divided and tied together again
|
|
Rope, able to be tied to things and dragged betwixt rooms
|
|
|
|
*ELECTRICITY AND MAGNETISM
|
|
Batteries that can power devices and eventually run down
|
|
Electrified objects
|
|
Magnet which picks up nearby metal objects
|
|
|
|
*FIRE
|
|
Candle that changes as it burns down
|
|
Camp fire which can be lit using tinder
|
|
Matches that set fires
|
|
Fire that spreads
|
|
|
|
*HEAT
|
|
Supporter from which the player cannot take things
|
|
Disambiguating based on properties
|
|
Infrared goggles affect what player can see and refer to
|
|
Hot and cold objects approach room temperature
|
|
|
|
*MAGIC (BREAKING THE LAWS OF PHYSICS)
|
|
Machine that transmutes objects
|
|
Person capable of reaching through solid objects
|
|
The Pointy Hat of Liminal Transgression
|
|
Wand which reveals a person's concealed possessions
|
|
|
|
*MATHEMATICS
|
|
Using lists as arrays
|
|
Using lists as sieves
|
|
Numbers in relations
|
|
|
|
>PUZZLES
|
|
*EXPLORATION
|
|
|
|
*RESTRICTED AREAS AND LOCKED CONTAINERS
|
|
|
|
*MAZES, CHANGING EXITS, AND RANDOM EXITS
|
|
|
|
*RESOURCE MANAGEMENT
|
|
|
|
*TIMED PUZZLES
|
|
|
|
*PEOPLE AS BARRIERS
|
|
|
|
*REPLAYABLE AND RANDOMIZING ELEMENTS
|
|
|
|
*COMMUNICATING GOALS AND DIRECTION
|
|
|
|
>OUT OF WORLD ACTIONS AND EFFECTS
|
|
*START-UP FEATURES
|
|
Banner printing at appropriate times
|
|
Preferences file loaded on replaying
|
|
Random distribution at the start of play
|
|
|
|
*SAVING AND UNDOING
|
|
A point for never saving the game
|
|
A room where the game cannot be saved
|
|
|
|
*HELPING AND HINTING
|
|
HELP command is recommended if the player seems lost
|
|
Novice mode offers suggestions before each prompt
|
|
Responding to questions starting with WHO, WHAT, etc.
|
|
Hint access able to be turned off for the duration of the game
|
|
HELP menu from extension, with added content
|
|
HELP with a simple menu
|
|
HELP command with specific set of topics
|
|
Hints leading the player through physical puzzles
|
|
|
|
*SCORING
|
|
Scored items listed in a table
|
|
FULL SCORE using a list of stored actions
|
|
Awarding points for visiting a room
|
|
FULL SCORE with achievements table and rankings
|
|
Plot summary in place of a score
|
|
Scoreboard preserved between games
|
|
|
|
*ENDING THE STORY
|
|
Death message replaced
|
|
UNDO not mentioned in the final question
|
|
AMUSING menu shown at the endgame
|
|
Changing the final question after victory
|
|
Histories of previous games saved to external file
|
|
Resuming play after an accidental death
|
|
|
|
>TYPOGRAPHY, LAYOUT, AND MULTIMEDIA EFFECTS
|
|
*SCREEN EFFECTS (GENERAL)
|
|
|
|
*TYPOGRAPHY
|
|
HTML-style italic and boldface tags
|
|
Accented and exotic letters and symbols
|
|
Coloured letters on screen
|
|
Coloured lettering for both z-machine and Glulx
|
|
|
|
*THE STATUS LINE
|
|
Blanking the status line before play
|
|
Capitalised status line
|
|
Status line with centered text, the easy way
|
|
Status line with centered text, the hard way
|
|
Exits only listed in the status line
|
|
Exits and rooms listed in the status line
|
|
Map region listed in status line
|
|
|
|
*MENUS
|
|
|
|
*FOOTNOTES
|
|
Footnote system
|
|
|
|
*GLULX MULTIMEDIA EFFECTS
|
|
An RSS reader connecting to the Internet
|
|
|
|
>TESTING AND PUBLISHING
|
|
*TESTING
|
|
Checking for missed properties
|
|
Testing command
|
|
|
|
*PUBLISHING
|
|
Producing an EPS floorplan
|
|
Producing an EPS map of Greece
|
|
Producing an EPS map of Port Royal
|