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As I've told you in the past, I'm moving away from "match" based matching, which also does away with things like

  • noun1_is
  • noun2_is
  • adjective1_is
  • adjective2_is
  • prepositon_is

You simply specify grammar patterns then pluck out subject1 (direct object) and subject2 (indirect object), and let adventuron do the rest.  Adventuron will be aware of things like where to look for subjects, how to respond if a subject isn't there or isn't known, if the subject doesn't have the appropriate traits for the action to make sense (e.g. SWIM IN LOG). Action handlers would be object centric, and contained within objects. Which I believe is the best approach for keeping code organised.

I do think there is a place for match based handlers, particularly in games that are overtly verb noun. and I am trying to make it so that both systems can co-exist, even though I think it unlikely and foolish to use both systems together in the same game.

Sorry, but for this jam, you'll have to make do with the lower feature set and sacrifice, or work around the edge cases.

That's something to look forward to.