![]() I also find myself creating “dummy” subroutine actions, just for the sake of documentation, like # OBJECT ACTIONS BELOW, which perhaps could optionally be weeded out automatically from the. It’s useful to add as many “comments” as possible to find the appropriate Action, maybe have an option not to export these into the.Sorting actions is more complicated, but perhaps they can be re-ordered in a way that splits Auto actions and Verb-Noun actions into separate parts of the list at least. I’ll add a feature request for that as well. Renumbering the objects (eg alphabetically) would be useful.īeing able to sort items would be super useful for words and rooms too.I’ll add it as a feature request on GitHub to keep track of it. Perhaps by adding a “Create object noun in noun list” button somewhere. This is a good feature to have, but I don’t know how to implement it (yet). When a new object is added and given a “noun”, it could automatically create that noun word.Every little bit of assistance in making it better helps. While adventshark is fully usable, it still needs some improvements to be more fun and friendly to use. I hope that this can give someone as much pleasure and fun to use, as went into making it. In the end I made the mistake of saying to myself: “How hard can it be?” (As it often turns out, harder than you’d think.) I also tried using Mike Taylor’s awesome ScottKit, but I wanted something graphical that better represented how I personally saw the game engine. I tried using TheRealEasterBunny’s Visionary which I sadly couldn’t get to work in Linux. ![]() I got very familiar with the basic ideas of the game engine, but I needed some way of testing and debugging the interpreter. If you want to fix things yourself, I also accept pull requests on GitHubĪ little bit of history: It all began when I made the PerlScott game interpreter. If you have any suggestions on how to improve things, I promise to listen attentively. Please note that (as in most software) there will be bugs and blemishes in this initial release of the program, many of which I don’t know about or remember. That’s why adventshark currently runs on Windows, Linux and MacOS. Using adventshark demands a little bit of familiarity with the Scott Adams format, but there’s an example game on the home page and it’s also possible to convert existing games (including Scott Adams’ “Adventure Land” and TheRealEasterBunny’s “R”) to the editor file format, for figuring out how things work.Īs a Linux user and a sometimes Windows user, it was important to me personally that the tool should be both open source and multi-platform. The homepage also contains some additional information about how to use the program. It’s meant to be used with the various Scott Adams interpreters out there, like ScottFree (or PerlScott). I want to share the graphical interactive fiction authoring tool “adventshark”, that I’ve been working on.
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