Little Bits and Pieces

In the last week I've been play-testing the port of Dungeon which has exposed many things about Sharpee and the Dungeon implementation. Many many things.

Just the first ten to twenty turns of Dungeon have uncovered a lot of issues. The troll logic is actually quite complicated. Had to scour through the 1981 source for that logic.

I clarified with Claude that events in Sharpee are not true Domain Events and certainly not pub/sub events. They are Command Events and though they bear a striking similarity to Domain Events, there is not way to replay a list of them to reach the current state of the game. But this clarification cleaned up a lot of confusion in the layers and was a surprisingly easy refactor.

We refactored meta commands to execute outside of normal turn processing.

We implemented save/restore/restart/version/diagnose.

We added transcripts to the web client save command (it copies inner HTML, compresses it, and stores it with the save instance).

We added a proper banner, although I just realized the IFID is not displaying.

We added the grue->death logic.

We added the attic block (must be two items and one has to be the lamp).

We implemented dual mode for entities. The author can create their story using string literals OR push all strings through language packages and provide multilingual support and the client can switch languages mid-game.

We implemented player character variability so the author can define the PC, their identify, and switch between player characters at any time.

We fixed the leaflet and ABOUT text to match this implementation.

We implemented proper build versioning to platform, story, and client and created bash scripts to automate builds.

I'm sure I'm missing something, but a lot of nit picky changes that help move Sharpee and Dungeon to completion.

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