Tr0n wrote:
Now, when you are in QDK and creating the game, assigning a type doesn't just change the object to have those properties/actions. It simply adds a "type <>" line into the object code.
Once the object is created by Quest (the game-player) then the type's default properties and actions are given to the object - so it's run-time.
If you wanted to "not" a property provided by the type, then you simply create the not property... But I do see your point in the fact you need to go find out the correct property.
Perhaps having them a faded colour or something similar
Tr0n wrote:
You create types (I wouldn't actually create an openable type myself, as door's that don't open sure aren't doors, and what's the point of locking/unlocking something if you can't open it!?).
Tr0n wrote:
I've never quite liked QDK.
cangelo wrote:I am starting to create an ASL/Quest library based on the Tads 3 object model, which I personally think is very nice. If I can successfully (albeit slowly) do this over time then I get the best of both worlds.
What I'm trying to say, is that instead of assigning, say, 3 types to the door, you can have one type (door) which inherits the other 3 types, and only have to give the door one type, etc.You can even include code within the actions (open/close) to see if the object is Lockable too and that knows it can't open if it is locked. However, not all doors, chests, etc need a lock state. And potentially there could be some type of object where it needs a lock state and it's not openable. So, tying locked to open or vice versa is assuming much and potentially causing to duplicate code on another object type.