Chipping away this week when I have time away from work (which I don’t).
Changelog:
- Stubbed in the Twins
- Added a description for when the player is inside the hot springs
- Added a dialogue option for the Rainbow Sword
- Stubbed out areas and items for Act I.
- Stubbed out some areas and items for Act II.
- Stubbed out more Act II content.
- Stubbed out some Act III content.
- Refactored verb handling to allow for preprocessing of important data (prior to the ‘before’ rules executing). In particular, this means I can canonicalize movement directions before movement rules are executed.
- Moved ‘isOpen’, ‘onOpen’, and ‘onClose’ to Openable component.
- Fleshed out Door component.
- Added door to Hot Spring location.
- Added rule for movement through doors.
- Identified cause of out-of-order printing. Will take some work to fix, as it’s a fundamental issue with how text was previously output. Need to reorganized output mechanisms into current Rule structure, or allow Rules to force prepending (immediate output).
- Refactored output to include a Deferred Output queue. It’s a bit clunky right now, but it lets me catch/trap queued output from verb handlers during NLP processing.
- Fixed implicit action response timing (displays before action response now).
Known Issues:
- Nothing new
Next Up:
- Add more doors.
- Add hot springs puzzle.