Create your own Interactive Fiction

ADRIFT - Interactive Fiction  
Home   |   News ADRIFT News RSS   |   Screenshots   |   Download   |   Games ADRIFT Reviews RSS   |   Forum   |   Help   |   Links
Welcome Guest Register | Login
Popular Games
Skybreak v. 1.4
All Through the Night
Run, Bronwynn, Run!
The Fortress of Fear
Xanix - Xixon Resurgence
Magnetic Moon
Bug Hunt On Menelaus
Skybreak v 1.2
Jacaranda Jim
A Difficult Puzzle
 
Latest Forum Posts
Race against Time Parser Comp. 2024
Testers required for "Book of Jax"
Score system on/off choice?
HAPPY BIRTHDAY NickyDude
Needing help
HAPY BIRTHDAY Lazzah
New game: Thy Dunjohnman
External requests for beta-testers
Some excellent loot
Any issues with Windows 11 install?
 
Latest Reviews
Thy Dunjohnman
Goldilocks is a FOX!
Xanix - Xixon Resurgence
Finn's Big Adventure
Bug Hunt On Menelaus
Magor Investigates...
Classic Adventure
Private Eye
Roozden's Color Code Module
Wumpus Hunt

Make a donation

Cursor  Loop back exits and system tasks

Issue Type: Status: Priority: Date Submitted: Votes:
Enhancement New Low Tue 17th Nov 2020 1 vote Vote Up Vote Down
 
Found in version: Last Updated: Completed in version: Date Completed: Track Changes:
5.0.36.4 Tue 17th Nov 2020 Log In
 
RacingDogTue 17th Nov 2020 16:12
From our point of view, indeed, from the computer's point of view, when the player says, for example, "South" and ends up back in the same place, then we regard that as being that (s)he hasn't actually moved. This is our conventional wisdom. But from the players point of view, if the imaginary scenario is to be consistently maintained, we should be simulating actually leaving and actually coming back. That means that system tasks which trigger "on entry" should be retriggered, that is because whatever effect they produce, the player will be expecting that.

Or (s)he should be expecting it! I suspect not all players think that hard!

Having tried to work round that limitation by implementing a hidden duplicate room, I have to report that that didn't work either as the platform doesn't distinguish between "Room <1>" and "Room <2>" when evaluating whether to execute an "on entry" system task, so you still only get one execution of the task.

It would be more realistic to make "on entry" system tasks trigger even on loop back exit/entrances, similarly for "<>" distinguished rooms.

To prevent messing up existing games it would have to be offered as an option in Settings.

© 2013 Campbell Wild. All rights reserved. | Contact the Webmaster