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About the StoryA wordplay/quasi-maze game.
Nominee, Best Puzzles; Nominee, Best Individual Puzzle - 2013 XYZZY Awards
The main feature is allowing for the header to track advanced mode puzzles. I got rid of a few of the sketchier locations. The game should be sped up slightly, though you may not notice the difference in Z-Machine.
https://github.com/andrewschultz/threediopolis/releases/tag/v4 holds the link. https://raw.githubusercontent.com/andrewschultz/threediopolis/v4/threediopolis_release_4_notes.txt has the changes.
Thanks to Zarf for the regtest.py regression script which helped me pinpoint changes to make and stop worrying if I'd tested this or that verb/feature. http://eblong.com/zarf/plotex/regtest.html -- give it a look if you're an Inform programmer.
Oh, and looking forward to other IFCompers' post-release efforts, big or small.
While the game is being uploaded to IFArchive, the dropbox link on the game page should work.
Empty commands now nudge you to an easy puzzle left, and some "close" sectors even give hints.
But wait! There's even more! You now have a new game of sorts. There are 80 pieces of scenery to find in Threediopolis. They're not intended to be easy, and you don't have to solve them all.
Thanks to Sean M. Shore for some really great testing work to make sure my new features were up to scratch and even pointing out a really good feature that sadly had to wait for release 4. I fixed a lot with his help, aesthetically and technically.
Source code is available if you want spoilers.
Also, to view the scenery sub-game directly, type (Spoiler - click to show)SEE NEW SEENS.
Looking forward to other recent IFCompers' revised versions, too.
You can now try different things with the header, including seeing friends (ff) or one line (oo) or even the reshuffled list once you find a place.
Hints are also given for failed trips and can be toggled with HH. They cover the hardest puzzles as well as the introductory ones.
I'm pretty sure I fixed the potential buffer overflow if you use the big header (t) from the mid-comp fix. I didn't realize I could--or needed to--change the maximum size of an indexed text buffer.
The game now has the rough semblance of a story, or at least musings every two points. The ending now contains a really, really awful joke based on the game mechanice that I couldn't resist.
The game also allows you an availableometer and an adrift-a-tron, and they can be used to find the odd scenery, which is clued better--and there are now 56, though they are not obvious. And there are more of them.
There are also two more things to find, but I think they make the game easier rather than harder. Your new friend definitely does.
The logic document is updated and clarified as well.
I think I also fixed the stack overflow that happened.
I've included dropbox links as I haven't yet sent a copy to ifarchive.org. However, I expect to update the source, the logic and the binary file.
A small patch post-release (1/5/2014) now fixes the scenery the game suggests in the AMUSING section, and I also added some scenery.
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Number of Reviews: 5
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Most Helpful Member Reviews
Part of the game is just figuring out what is going on, which I didn't experience, as I already knew the premise.
The puzzles in this game are challenging but fun. Andrew has made it easier by not requiring you to solve every puzzle to beat the game.
A must-play for fans of wordplay.
I've since re-played it: it is very, very clever, but far from impossible.
Don't spoil this one: most of the joy is in figuring out the mechanic and exploring it.
On top of the excellent puzzle mechanic, the writing is good, fun, and crisp.
You are given a list of tasks to accomplish, and each of them implies figuring out a specific command related to the constraint at play here. You can figure out about half of them fairly easily, then you realize that you missed a few more; you then get somewhat stuck, but luckily you can use the room numbers to try to get more information about the rest of the commands (very wise from the author to have included those, the game would be simply too hard without them). And then, there's the last lousy ones, including obscure ones (also, it's not very clear that you can combine two words, so you can get stuck on the longer words for a while if you don't realize that).
Apart from those commands, there's a few more that generate a (usually funny) response from the game - which is an interesting design choice (it could have been than any valid command would give you a point, but it's not; although I feel some of those "extra" commands could have been on the task list, which could have bumped the tedious ones off the list and made the game less frustrating). But yay for Big Lebowski references.
The writing was actually somewhat underwhelming, I found. Responses to valid commands rarely go for longer than one line, which doesn't really make it that rewarding. (I know writing 45 different responses is soul-crushing, but here I feel it's a necessary evil!!) The end message (for completing the task list) is incredibly underwhelming too. ((Spoiler - click to show)We spend hours running around, putting things in a quantum shoebox to prepare a mysterious party, please tell us how the party went, if the boss was pleased, how we managed to fill the room with the box's contents, anything!). I did notice a few typos, and a non-critical bug, but nothing more.
To sum up, it's almost all about that wordplay puzzle, which is fun and challenging, making the experience enjoyable but a little rough.
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