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threediopolis's Introduction

threediopolis

This is my repository for my IFComp 2013 game, Threediopolis, source and walkthroughs/logic docs. It should be relatively stable with the most recent changes as of release 4 on August 14, 2016, and no great changes are expected. Especially since I am near the glulx/z8 threshold.

This game should be runnable with WinFrotz or any windows interpreter. It may not be super fast in a web browser, but it'll be faster than it used to be now that I'm refreshing the top list less.

The most recent release contains headers for the scenery and task parts of the game. The most recent release includes testing with Zarf's regression testing script.

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threediopolis's Issues

don't redraw header all the time

see 4dop "status line redraw modifier"

integrate this into where we have redraw-this-turn true, which is set only when you change header settings or score a point

Needed/Unneeded replaced in scenery

Obviously these duplicate each other a bit. Needed can go since it's also similar to needs.

EESUS will be the new clue. Big lebowski, or just religion, or a guy who hedges on swears.

BLASSFEEMER

x0/t [number]

understand "t [number]" as xing when list-in-status is true and (player has the secret or task-list is super-alpha).

Map this to examining but do not print out any examining. Just change the header.

We can/should do this for regular mode too. But we may need something more complex for "t [??]"

t [number] should also deflect if you haven't done t yet.

Account for 444 not really being the center like I said it was

I just always assumed it should be 000 to 999. But since I said 444 was the center, perhaps it should stay that way.

I could make it 111, 555 and 999, but that'd require me to rewrite a LOT of solutions.

Goodness Jenni Polodna pointed out something pretty obvious I considered and forgot.

only understood as far as

Rule for printing a parser error when the latest parser error is the only understood as far as error:
(say something less stuffy than the defaults, seriously)

X ## needs check if player solved everything

This could be just a simple flag set to false to start but true when one clue is left.

I may also wish to check this once the player solves something, if X 13 is on.

So, test cases:

  1. solve all friends and super-near, then X12
  2. X12, then solve all friends and super-near
    2a. if the player is warned once, don't warn them if they solve another puzzle. That's annoying.

This should be there for advanced mode, too.

PERL/Python port

Also, for the bowling argument, "He sounds like he's crossed the line into a WORLD of pain."

yes and no need to avoid defaults

This is an after the fact issue but important enough I want to check on a programmer walkthrough. Because Inform's default is a bit insulting.

Y/YES behave slightly differently from each other, too.
NO is needed as well.

unit tests for each line if possible

check off on what's already done

4600 lines isn't too bad especially with so many of them being blanks

This will be more for specific game text than for big-picture walkthroughs

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