by Roody_Yogurt » Sun Jun 30, 2024 1:24 pm
Earlier this year, I chatted with an IF-loving fellow who hadn't played any Hugo games. I put together a handful of games that I felt represented the system well. One of them was my personally updated version of Spur which has some quality-of-life improvements like being able to follow the kid who runs around town on a script and other things.
The guy quickly found a bug in my version (although it was due to a change in the Hugo library over the years and not Roodylib's fault), so he started the game again with the original file uploaded to the ifarchive. Anyhow, he noticed the different behaviors to >GET ALL (Roodylib ignores scenery objects and characters and such while the old behavior lists everything, which a bunch of "You can't pick that up.") and thought it also was a bug.
Now, of course, Roodylib's behavior is intentional as I think it makes a game feel shoddier when you read all of those "You can't pick that up"s, but I have some sympathy for the strategy of using >GET ALL as a tool for seeing what is implemented in a room, even if the player doesn't really intend to pick most of these things up. This is especially useful in puzzle-heavy games or just games where it's easy to lose track of what's important in any given room description. It ruins the magic, but sometimes people feel more comfortable when they can peek behind the curtain.
I would not consider making the old behavior the default behavior, but I think I would be open to having Roodylib provide a command that allows for switching between the two. I'm thinking something like >OLDSCHOOL ON/OFF but maybe you guys can think of something less awkward. Of course, I'd add a flag to the code so authors could turn off this behavior switch completely for their game.
What do you all think about this? And if you like it, should >OLDSCHOOL ON/OFF affect any other behaviors? I kind of doubt there are other old school behaviors equally useful, but maybe you can think of something where I cannot.
Earlier this year, I chatted with an IF-loving fellow who hadn't played any Hugo games. I put together a handful of games that I felt represented the system well. One of them was my personally updated version of Spur which has some quality-of-life improvements like being able to follow the kid who runs around town on a script and other things.
The guy quickly found a bug in my version (although it was due to a change in the Hugo library over the years and not Roodylib's fault), so he started the game again with the original file uploaded to the ifarchive. Anyhow, he noticed the different behaviors to >GET ALL (Roodylib ignores scenery objects and characters and such while the old behavior lists everything, which a bunch of "You can't pick that up.") and thought it also was a bug.
Now, of course, Roodylib's behavior is intentional as I think it makes a game feel shoddier when you read all of those "You can't pick that up"s, but I have some sympathy for the strategy of using >GET ALL as a tool for seeing what [i]is[/i] implemented in a room, even if the player doesn't really intend to pick most of these things up. This is especially useful in puzzle-heavy games or just games where it's easy to lose track of what's important in any given room description. It ruins the magic, but sometimes people feel more comfortable when they can peek behind the curtain.
I would not consider making the old behavior the default behavior, but I think I would be open to having Roodylib provide a command that allows for switching between the two. I'm thinking something like >OLDSCHOOL ON/OFF but maybe you guys can think of something less awkward. Of course, I'd add a flag to the code so authors could turn off this behavior switch completely for their game.
What do you all think about this? And if you like it, should >OLDSCHOOL ON/OFF affect any other behaviors? I kind of doubt there are other old school behaviors equally useful, but maybe you can think of something where I cannot.