Okie dokes, I submitted it. devlog retrospective will be forthcoming, but here is where I ended up though with quite a few downsides:
Admittedly, it is quite a short and linear game with deficient narration. Sorry for spoilers.
> { north
> x
You navigate north to FOREST.
(:OWNER SCREWTAPE :PARENTS ($ROOM $OBJECT)
:CONTENTS NIL
:INHABITANTS (DISTRESSED-PRINCESS SCREWTAPE)
:EXITS ((SOUTH . START-LOCN) (WEST . CLEARING)))
> { west
> x
You wander west to CLEARING.
(:OWNER SCREWTAPE
:PARENTS ($ROOM $OBJECT)
:CONTENTS (GOLD-RING)
:INHABITANTS (SCREWTAPE)
:EXITS ((EAST . FOREST)))
> { @take gold-ring
> x
"You take " GOLD-RING GOLD-RING
> { east
> x
You exit east to FOREST.
(:OWNER SCREWTAPE
:PARENTS ($ROOM $OBJECT)
:CONTENTS NIL
:INHABITANTS (DISTRESSED-PRINCESS SCREWTAPE)
:EXITS ((SOUTH . START-LOCN) (WEST . CLEARING)))
> { @give gold-ring :to distressed-princess
> x
"You give " GOLD-RING to DISTRESSED-PRINCESS
However! I am classifying playing the game as doing anything possible in lispmoo2, which includes @creating whatever and @verbing what you want as well. For example, I did this:
{ @verb $thing :is (com-@give
(if (and (member dobj (get player :inventory))
(member iobj (get here :inhabitants)))
(progn
(setf (get player :inventory) (remove dobj (get player :inventory)))
(push dobj (get iobj :inventory))
(print \"You give \") (princ dobj) (princ \" to \") (princ iobj))
(progn (print \"You can't or don't want to give \") (princ dobj))))
To allow myself to @give the gold-ring to the distressed-princess. (whom was @create $player :named distressed-princess -ed).
The one million pages of warning every time you execute { x } , generally for typos, all from moonclimb are ignored as they don't proximally cause any real problems. There are a few miles of devlog to be had but it was some kind of completion, even if I didn't get to being gamey again.
Looking forward to playing your game! (Person, whom will ideally want to hang out on Wednesday's show, I'm looking at you mdh)