(hoping that this time my computer will not shutdown unexpectedly while writing this)
Hi, sorry if I answer just now. I am amazed of your patience and I'm very sorry for all the problems and issues you have encountered. The time we had was very limited, as our knowledge of text-based games and of Adventuron itself were. I'll proceed to answer your questions and fix the issues.
-If I type CREDITS I can see my own ones, am I missing something?
-I right-aligned the quoted responses in order to clearly distinguish them from the system messages, almost in a chat-like fashion. I didn't find them particularly hard to read honestly, but if the feeling is shared by others I'll proceed to change the alignment.
-I can examine the leaves both in my inventory and when they're on the ground (even after dropping them in some other place).
-I purposefully used EXAMINE and TALK as synonyms, even though I knew it was wrong. I was afraid that the player would not be able to understand out of the blue that he/she could talk to the animals, and given the lack of other ideas and the time to create a proper tutorial I opted for this.
-Is there a way to create a disambiguation menu or is it just an ad-hoc match entry?
-The Bank Room in general was just a bait, but it ended up being a mess. I even considered not including it altogether. I had many problems with understanding how Adventuron handles names composed by more than one word, since sometimes they seemed to work fine, while some others it just didn't recognize the commands. I couldn't find anything in the documentation, so I had to scrap most of the names with two words or more (all the animals had a proper name originally) and keep only the important one, hoping that they would have worked properly. What's the deal with them?
I reworked it a bit, now it should be a bit more clear in general, but I still haven't found a way to make two-words-names work properly.
-For the Okapi thing, I am failing to understand what's the problem. I handle the question with the ask_string operator, then check the player's answer and give an adequate response. Is this a wrong approach?
-I ended up removing the dust, it was just part of some scrapped things I wanted to insert just to create a more vivid ambient, to create more atmosphere. It didn't make sense for that to be the only object or scenery of this kind.
CHANGES in version 0.1.1:
-The game now runs in its own window.
-All (?) the sentences end with a full stop.
-HELP command overridden with a (temporary and not very explicative) personal one.
-Corrected the random dialogues using the "cycle" statement.
-Added a proper response to WAKE SLOTH.
-Fixed the multiple spawning of the mask on the altar and of the exslowsive.
-Added PRAY and ASK FORGIVENESS to the possible answers in that situation (there was no cruel logic behind it, just me not realizing what could have been some common answers to that question).
-Added a proper response to CLOSE CHEST, GET CHEST, EXAMINE CHEST.
-The messages in the chests are now described as "carved", so there's no ambiguity in how to pick them, since they're not needed.
-Fixed the EXAMINE CHEST response after opening them.
-Added proper response to SMELL LEAVES and SMELL FLOWER.
-Fixed the GIVE MASK issue.
-Changed "The Shaman enters the tree" with "The Shaman climbs the tree".
-Fixed the south block in Riverside.
-Fixed the EXAMINE on the time portals.
-Deleted (Past) from the locations descriptions. (They were there just for debug purpose, I thought I had removed them all)
-Fixed various typos.
-Added "giraffe" as a synonym for "merchant".
-The exslowsive now gives a hint if used in the wrong place, and it can't be recovered after being placed in the right spot.
-Added a proper response to OPEN MOUTH.
-Removed the DUST.