RoboBob:
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×I will tell you that the first word of the command is "throw". It only requires one other word. In exchange, you tell me what it is you've been trying, so I can improve things a bit.
Nillo:
"
More interactions"
might be overkill. What exactly do you want to do? I agree that perhaps the full game would require you to, for example, look under the bed or open the stove to get something, it would only be if you *needed* to do so in order to complete a puzzle. For instance, you don't need a tool from Beethro's guest room to accomplish anything in the demo, so what would be the point of being able to pick one up?
"
Restrict available locations at start"
is next on my agenda and you should see it soon. You'll note that Erik also pointed this out.
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×I thought of not stabbing the Supergoblin automatically. The thing is, if you didn't stab him after throwing the coin, the game would be uncompletable, and I didn't want to hinge the game completion on the player using exactly the right command within a turn. You'll note that you can't get into the treasury unless you've defeated the supergoblin, so you have no replenishing source.
If you read the "
Story Construction"
thread, you'd know why it's called a Supergoblin. If you haven't, go read it already! I'm going to be basing a lot of the storyline on what can be found there.
@joker5:
Again, I reiterate the need for turning "
Verbose"
on. If you actually read the room descriptions instead of just skimming over them, you will easily be able to find anything you want and gain some useful information in the process.
However, I will change the text when you
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×kill the supergoblin
so that it reminds you to go back to Dugan to get your payment.
EDIT: I just went and did that, it was an easy enough addition.
[Edited by Sokko on 02-29-2004 at 10:18 PM GMT]
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How many boards would the Mongols hoard if the Mongol hordes got bored?