The point of all this is to avoid having directions where there’s no described barrier, no reason to assume the presence of a building, a cave wall, or an impenetrable forest, but where the game nonetheless tells the player only, “You can’t go that way.” This situation leaves a strange blank the imagined world — as though the player had looked around and seen only an untraversable grey fog to the west, the wall at the end of the world.
Marzipan wrote:I know it's besides the point, but would a player realistically type either one of those things?
Marzipan wrote:Which reminds me, since this seems like a good thread to ask in: So far we've been talking about writing custom responses for specific scenarios, but how do you tell the game to automatically override messages like 'You can't go there' or 'I don't understand that command' in any situation they'd come up?
Marzipan wrote:Okay, looks like I've got some reading to do, thanks.
I remember glancing over the template page now but it looked like something I wouldn't ever want to mess with...but if I understand it right it means I can open up the game file with notepad or something just paste something like '<template name="UnrecognisedCommand">Some kind of custom response goes here.</template>' in there?
...heh, lemme just back up my game real fast, this stuff looks scary.
Marzipan wrote:Hey come on, try it out, it's actually a lot simpler than it looks.