Thread: Why OOP?
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Old Oct 6th, 2007, 9:44 AM   #22
DaWei
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Without getting into the OO part, because I'd just repeat Arevos, I'll make some UI suggestions. Accept any unique left subset of a token. Devise and implement some appropriate synonyms. An example would be "get soul" and "take soul". "Get soup" might (or might not) result in, "There is no soup here".

"Go up" and "Go stairs" might be equivalent, if there were only one set of stairs, which had been described as leading upward. Verbs need some attention. "Kill goombah" might not work, where "throw grenade" might. "Kill spider" might work every time.

When one exits one place, one enters another (even if it's hyperspace). If an exit maneuver leads to the kitchen, have the transfer to the kitchen execute the kitchen.look (). This relieves the player, who can still execute the look at any subsequent time, if rereading is desirable.

In the original Adventure game there was no help. The player was expected to figure everything out, including valid commands. I recall encountering a chasm. I commanded "jump chasm". I was told that I could not jump the chasm, I would fall to the bottom and break every bone in my body. Not finding a suitable alternative right away, I commanded "jump chasm". The response was, "You are at the bottom of the chasm. Every bone in your body is broken. You are dead. Game over".
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