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Keeping a devlog?

A topic by Andrew Schultz created Jan 23, 2025 Views: 144 Replies: 3
Viewing posts 1 to 2
Submitted

I want to write my entry in Adventuron. Well, I've already started, actually.

But I'd like to keep a devlog for aspiring Adventuron authors. What did I learn, when, and why?

Of course, I will want to redact game-sensitive parts. So I might have

The first thing to do? Write in locations. I've redacted them during the development period.
But they are initialed, so you know which they are post-comp.
locations {
   n_l      : location "Description." ;
   b_h  : location "Description." ;
}
Then ...

Now since the player warps from n to b, I disabled the connections at first. I will figure how to do that later.
The uncommented code would give an error--Adventuron's editor explains you can't loop to yourself.
connections {
   from, direction, to = [
      ## b_h,     north, b_h
   ]
}
And finally ...

I did basic stuff with on_startup: press_any_key and clear_screen.
I didn't bother with the Tutorial Y/N text that needs to go in ... that's later.
I also didn't bother to make the intro robust. I just wanted it there.
on_startup {
   : print "(redacted title text)" ;
   : press_any_key ;
   : clear_screen;
   : print "Submitted for the 2025 TALP competition." ;
   : press_any_key ;
}
This may be publicizing my entry outside the comp in ways the folks in charge might not want. But I think it could be valuable as a reference.

So I wanted to check before starting this. If necessary/wanted I could hold off posting this until after the comp.

HostSubmitted(+1)

Keeping a devlog is fine, providing you don't say anything too specific (or too spoilery) about the game's details. In fact, it may be helpful (or at least interesting) for others tackling a similar project.

If you don't mind a little feedback, I'll throw in a few observations along the way.

When you're doing connections in Adventuron, there are a few ways to do this. Using your example rooms, imagine that you can go north from b_h to n_l and south from n_l to b_h. As this is a two-way connection, the normal way to code this is:

connections {
   from, direction, to = [
      b_h, north, n_l,
   ]
}

Personally, I find this confusing as it's hard to remember which connections are associated with which room. When you code the connections for room n_l, you have to remember that you've already coded it (by default) because of the two-way connection from room b_h. Two-way connections also have the disadvantage that you can't code one-way connections, connections with bends or connections that are loops back to the same room. Because of this, I always use one-way connections and find this a lot less confusing. Hence, the example becomes:

connections {
   from, direction, to = [
      b_h, north_oneway, n_l,
      n_l, south_oneway, b_h,
   ]
}

If the player can warp or teleport from one location to another, you can do something like this.

on_command {
   : match "xyzzy -" {
      : if (is_at "w_h") {
: goto "y2"; : redescribe; } : else {
: print "Nothing happens.";
} }
}
This example is from Adventure, where you can use the magic word XYZZY to teleport from the well house (w_h) to Y2 (y2).
Submitted

Thanks so much, Garry! This was relatively high on my list of looking up ... The first room sort-of warps to the second room. 

Also this will be useful for my test scripts.

Submitted(+2)

If you are testing withing Adventuron, you can simply type 'goto bazaar' and it will port you there. Also commands like 'summon key' will bring you the object you need to test your puzzle. 



I'm 5k lines into my adventuron entry... It's gets out of hand quickly!