"Form & Void" by Lea. The story headline is "An interactive creation myth" Release along with a website, cover art, an interpreter, and the source text. Release along with a file of "World map feelie (color)" called "map-color.pdf" and a file of "World map feelie (black and white)" called "map-b&w.pdf". The story description is "Just so: there's not a lot to see here, nor much light to illuminate the void. But up ahead is a glimmer of something interesting. A Goer drifts around in the aether at your fingertips. -- Presented for Bring Out Your Dead, a jam for unfinished/incomplete/in-progress/experimental works that never quite got off the ground: https://itch.io/jam/bring-out-your-dead More history and brief postmortem thoughts are available in the game itself (type 'about') or at the top of the source text.". The story creation year is 2009. To say some intro text: say "This work-that-hasn't-been-in-progress-for-some-time is presented for Bring Out Your Dead, a jam for unfinished/incomplete/in-progress/experimental works that never quite got off the ground: https://itch.io/jam/bring-out-your-dead The timestamps show that I worked on this on and off starting in late November 2009. In September 2012, I reached out to Sam Kabo Ashwell for feedback, which he graciously supplied; my main takeaway from his comments was that the piece was not doing anything awesome enough to justify its sprawl. I also read his feedback to mean that the piece needed more narrative structure or at least some kind of set piece, although I'm re-reading his email now and it doesn't really say that, so perhaps that was more of a projection on my part. So I put the project down for a short while that became a long while, and now it's 2016 and it's a perfect candidate for this jam. Some of the cool stuff (limited verb set, for example) has since been done better by other folks, some of the other cool stuff (the 'make' verb, the NPCS) was going to be a whole lot of implementation work, and I never really figured out the narrative punch that I was hoping for. Since I didn't touch this after 2014, this won't compile with the latest version of Inform. I used 6G60 for this release. The game uses the following extensions: Basic Help Menu and Plurality by Emily Short, Default Messages by David Fisher, and Conditional Undo by Jesse McGrew. In the spirit of this jam, I've done just enough to make the game compile -- it's probably practically unplayable as-is. I consider the source code to be my submission." [ ----------------------------- Spoilers below:----------------------------- ] To say spoilers: say "Things I liked about this project: - the idea of a creation myth for text adventures, with verbs as discrete entities and a narrator who is only an amnesiac because it's the beginning of time and there's nothing to remember. Similarly, IF-jokey stuff like dealing with someone else's hunger timer. - the scene where your NPC opponent captures the Undoer, even though I never crafted a truly interesting puzzle for this part - the scene where you either have to keep producing fish dinners for your ungrateful offspring NPCs, or chose to give your Maker to them - the mental image of a busted-up Maker that can only produce fish -- for some reason, this makes me giggle every time - the ending, in which the PC must drop all but the Goer (yes, including the Taker) to escape the planet - my lovely papercraft globe feelie (although I'll note that I've definitely improved as a graphic designer in the intervening years) Things I didn't like as much: - overall, while I think there could have been some memorable moments, I'm unconvinced that there was much to hang together as a *story*, especially as the expectations of story richness have increased since I began the project. What story is there is not really a story I'm interested in telling, since it seems to be about how human needs -- loneliness, hunger --inevitably lead to downfall. - specifically: the railroadiness of the plot structure leaves a lot to be desired. There were things that I wanted to have happen -- see above -- that, as of the current draft, the player might only do because there's nothing else to move forward with. This is particularly disappointing within the story context of being in a brand new, fertile universe. - also: the narrative tone. I like parts of it, but I didn't get far enough to try to make it consistent, and I suspect I would have had a very hard time with that. Some of the verbiage uncritically evokes various colonialist and paternalistic stories (Kipling, Eden) which, again, is not really a story I want to tell. Some of it is vague or weak instead. For what it's worth, the tone I was striving for was that of [italic type]Cosmicomics[roman type]. " Chapter 1 - Setup Section 1.1 - Preliminaries Use full-length room descriptions, American dialect, no scoring, and the serial comma. Include Basic Help Menu by Emily Short. Include Plurality by Emily Short. Include Default Messages by David Fisher. Include Conditional Undo by Jesse Mcgrew. [*awesome*] Section 1.2 - Verb Trickery [Is it bad that I apparently start all new projects with a "Trickery" section? Probably!] A verb is a kind of supporter that is portable. A verb has a number called the tookness. The tookness of a verb is usually 0. The player carries a verb called a Taker. The player carries a verb called a Looker. The player carries a verb called an Undoer. Wug is an action-name that varies. Before doing something (this is the verb-blocking rule): now wug is the action name part of the current action; if the wug is a behavior listed in the Table of Verb Correspondences and the verb corresponding to the behavior of wug in the Table of Verb Correspondences is carried by the player: continue the action; else if wug is a behavior listed in the Table of Verb Correspondences and the tookness of the verb corresponding to the behavior of wug in the Table of Verb Correspondences is 0: say "That's not a verb I recognize yet."; stop the action; else if wug is a behavior listed in the Table of Verb Correspondences and the tookness of the verb corresponding to the behavior of wug in the Table of Verb Correspondences is 2: say "That's not a verb I recognize anymore."; stop the action; else if wug is a behavior listed in the Table of Verb Exceptions: continue the action; else if wug is a behavior listed in the Table of Uncalled-For Verbs: say "You probably don't need to do that."; stop the action; else: say "Not dealt with yet."; stop the action. The verb-blocking rule is listed first in the before rulebook. [Awww yeah.] Rule for deciding whether to allow undo: if the player encloses an Undoer: allow undo; else: say "That's not a verb I recognize anymore."; deny undo. Check dropping the Taker: say "Are you sure?[line break][line break]>"; if the player consents: continue the action; else: stop the action. Check giving a verb to someone: say "Are you sure?[line break][line break]>"; if the player consents: continue the action; else: stop the action. After taking a verb (called took-verb): now the tookness of the took-verb is 1; continue the action. After dropping a verb (called dropped-verb): now the tookness of the dropped-verb is 2; continue the action. Instead of examining a verb (called the examined verb): say "It's an abstract, but right now [the examined verb] looks just like "; say the description corresponding to the verb of the examined verb in the Table of Verb Correspondences; say "[line break]". To say verb default: say "potential energy." Chapter 2 - Geography Section 2.1 - Directions Forward is a direction. Forward has opposite backward. Understand "f" or "ahead" or "onward" or "forwards" or "up ahead" as forward. Backward is a direction. Backward has opposite forward. Understand "b" or "back" or "retreat" or "backwards" as backward. Index map with forward mapped as east. A direction can be either primeval or loded. A direction is usually loded. Forward is primeval. Backward is primeval. Check going when the player is not in the World-place (this is the primeval mode rule): if the noun is primeval: continue the action; else if the noun is loded: say "That kind of direction doesn't mean much[unless Beginning has ended] yet[else] out here[end if]." instead. The primeval mode rule is listed first in the check going rulebook. Check going a direction (called the way): if the way is loded: if the way is north and the location is northmost: say "You run into a magnetic pole."; stop the action; if the way is south and the location is southmost: say "You run into a magnetic pole."; stop the action; if the way is not viable: say "The current cartographical abstraction only allows for travel to the [list of viable directions]."; stop the action; if the way is not loded and the player is in the World-place: say "The current cartographical abstraction only allows for travel to the [list of viable directions]."; stop the action. Definition: a direction (called thataway) is viable if thataway is loded and the room thataway from the location is a room. Section 2.2 - Where Things Are (Outer) Where We Begin is a room with printed name "In the [if Beginning is happening]Beginning[else]End[end if]". "Just so: there's not a lot to see here, nor much light to illuminate the void[unless Beginning has ended]. But up ahead is a glimmer of something interesting[end if][if Making Friends has ended]. There is only a calming lack of light and sound[end if]." A verb called a Goer is here. "A Goer drifts around in the aether at your fingertips." To say begin-place title: say "Where We [if Beginning is happening]Begin[else]End[end if]". Something Interesting is a room with printed name "Something [unless Making Friends has ended]Interesting[else]Too Involved[end if]". "[unless Making Friends has ended]Really just the fringes of something interesting, but in the distance, you can make out the blurry outline of a planet[else]It is still too bright here; you long to retreat[end if]." Something Interesting is forward of Where We Begin. A verb called a Dropper is in Something Interesting. [ The Edge is a room with printed name "The Edge". "Here is the divide between what is and what is not -- what is, of course, is still ahead." The Edge is forward of Something Interesting. ] [Landing is forward of the Edge. "Solid. You can feel a magnetic field here. There is more surface to the west." The River is a backdrop. "Great, and somehow greasy, but not yet grey-green, since that would require life of some sort." More Surface is a room. More Surface is west of Landing. ] Section 2.3 Where Things Are (Geographically) M4 is a room. M4 is forward of Something Interesting. Something Interesting is up from M4. A planetary room is a kind of room. The description of a planetary room is usually "[planetary room description]". A planetary room has a number called visitedness. The visitedness of a planetary room is usually 0. Carry out going to a planetary room (called destination): increase the visitedness of destination by one. M2 is east of M1, north of S5, and west of M3. M3 is east of M2, south of N3, and west of M4. M4 is east of M3, north of S1, and west of M5. M5 is east of M4, south of N4, and west of M6. M6 is east of M5, north of S2, and west of M7. M7 is east of M6, south of N5, and west of M8. M8 is east of M7, north of S3, and west of M9. M9 is east of M8, south of N1, and west of M10. M10 is east of M9, north of S4, and west of M1. M1 is east of M10, south of N2, and west of M2. N1 is east of N5, north of M9, and west of N2. N2 is east of N1, north of M1, and west of N3. N3 is east of N2, north of M3, and west of N4. N4 is east of N3, north of M5, and west of N5. N5 is east of N4, north of M7, and west of N1. S1 is east of S5, south of M4, and west of S2. S2 is east of S1, south of M6, and west of S3. S3 is east of S2, south of M8, and west of S4. S4 is east of S3, south of M10, and west of S5. S5 is east of S4, south of M2, and west of S1. The printed name of M1 is "0°N 0°W". The printed name of M2 is "0°N 36°E". The printed name of M3 is "0°N 72°E". The printed name of M4 is "0°N 108°E". The printed name of M5 is "0°N 144°E". The printed name of M6 is "0°N 180°E". The printed name of M7 is "0°N 144°W". The printed name of M8 is "0°N 108°W". The printed name of M9 is "0°N 72°W". The printed name of M10 is "0°N 36°W". The printed name of N1 is "60°N 72°W". The printed name of N2 is "60°N 0°W". The printed name of N3 is "60°N 72°E". The printed name of N4 is "60°N 144°E". The printed name of N5 is "60°N 144°W". The printed name of S1 is "60°S 108°E". The printed name of S2 is "60°S 180°E". The printed name of S3 is "60°S 108°W". The printed name of S4 is "60°S 36°W". The printed name of S5 is "60°S 36°E". M1, M2, M3, M4, M5, M6, M7, M8, M9, M10, N1, N2, N3, N4, N5, S1, S2, S3, S4, and S5 are planetary rooms. The World-place is a region. Every planetary room is in the World-Place. A planetary room can be northmost, southmost, or meridian. N1, N2, N3, N4, and N5 are northmost. M1, M2, M3, M4, M5, M6, M7, M8, M9, and M10 are meridian. S1, S2, S3, S4, and S5 are southmost. A planetary room can be wet or desiccated. A planetary room is usually desiccated. N1, N3, N4, N5, M2, M6, M7, S3, S4, S5, and S2 are wet. N2, M8, M9, M10, M1, M3, M4, M5, and S1 are desiccated. A planetary room can be muddy or clean. A planetary room is usually clean. M3, M5, and M1 are muddy. A planetary room has a text called landscape. The landscape of a planetary room is usually "". The landscape of M4 is "Wind whistles around you and there's solid rock underfoot. [if the previous place is not a planetary room]You can feel a magnetic field here. [end if][planetary room directions]. [if the location is visited]Up above is where you came from.[end if]". The landscape of M9 is "An idyllic valley nestles against rolling hills on three sides and a secluded beach on the fourth. [planetary room directions].". The landscape of M8 is "Foothills emerge from the warm sand that softens the coastline. [planetary room directions].". The landscape of M10 is "Hilly. [planetary room directions].". To say planetary room description: if the landscape of the location is not "": say "[landscape]"; else: if the location is wet: if the location is northmost: say "Cold water."; else if the location is meridian: say "Cool clear salt water and cool clear salt air. "; else if the location is southmost: say "Cold water."; else if the location is desiccated: say ""; say "[planetary room directions]. "; if the location is muddy, say "[mud hint]". To say mud hint: if the visitedness of the location is greater than one and the ball of mud has not been carried: say "There is some auspiciously takeable mud here."; else: say "You subconsciously dig your toes a bit into the rich clay at the water's edge." To say planetary room directions: let W be a list of directions; let D be a list of directions; repeat with that way running through directions: if the room that way from the location is a planetary room: if the room that way from the location is desiccated: add that way to D; if the room that way from the location is wet: add that way to W; if the location is desiccated: if D is not empty: say "The continent continues to the [D][run paragraph on]"; if W is not empty: say ", and t[run paragraph on]"; else if W is not empty: say " T[run paragraph on]"; if W is not empty: say "he ocean lies to the [W][run paragraph on]"; if the location is wet: if W is not empty: say "The ocean extends to the [W][run paragraph on]"; if D is not empty: say ", and d[run paragraph on]"; else if D is not empty: say " D[run paragraph on]"; if D is not empty: say "ry land lies to the [D][run paragraph on]". Section 2.4 Where Things Aren't Offstage is a room. A Maker, a Remover, an Eater, a Putter, a Locker, an Unlocker, a Switcher, an Opener, a Closer, a Wearer, a Disrober, a Toucher, a Waver, a Puller, a Pusher, a Turner, a Squeezer, a Thinker, a Smeller, a Listener, a Taster, a Jumper, a Curser, a Swinger, a Rubber, a Singer, a Kisser, a Giver, and a Climber are verbs in Offstage. A verb called an Examiner is in Offstage. [Probably could've autogenerated these from the table; meh.] Section 2.5 Where Things Will Be A magnetic field is a backdrop. When play begins: move the magnetic field backdrop to all planetary rooms. Instead of examining the magnetic field, say "You can't see it." Instead of touching the magnetic field, say "It's subtle, but enough to tell you which way is which." A north pole is a backdrop. When play begins: move the north pole backdrop to all northmost planetary rooms. Instead of examining the north pole, say "You can't see it." Instead of touching the north pole, say "It's subtle, but enough to tell you which way is which." Instead of taking the north pole, say "It's fixed in place." A south pole is a backdrop. When play begins: move the south pole backdrop to all southmost planetary rooms. Instead of examining the south pole, say "You can't see it." Instead of touching the south pole, say "It's subtle, but enough to tell you which way is which." Instead of taking the south pole, say "It's fixed in place." The initial appearance of the Examiner is "Bobbing softly in the inexplicable tide at the edge of the continent is an Examiner." After going from M4: if the location is a planetary room and the Examiner is in Offstage: now the Examiner is in the location; continue the action. Chapter 3 - Special Commands Section 3.1 - Making Table of Things to Make Topic Artifact Moretext "dude/man/guy/boy/Adam/human/gentleman/teenager/child/enemy/image" dude "He eyes you warily." "person/human/chick/Eve/Lilith/lady/woman/girl/friend/friends" lady "She eyes you warily." "food/dinner/lunch/meal/breakfast/brunch/elevensies/chow/grub/picnic/repast/tea/banquet/comestible/dish/entree/appetizer/vittles/victuals/snack/loaves/loaf/bread" dinner "A lovely fish [nickname of the dinner]." "salmon/tuna/swordfish/fish/marlin/char/bonito/halibut/mackerel/herring/bass/cod/crappie/anchovy/flounder/mahi-mahi/sole/brill/catfish/monkfish/kipper/toothfish/snapper/whitefish/smelt/scrod/perch/yellowtail/eel/sushi/tako/sakemaki/sashimi/chirashi/carpaccio/cioppino/kedgeree/seviche/escabeche/ceviche/gravlax/gravlaks/lutefisk" fish -- A mudperson is a kind of person. A mudperson has some indexed text called the nickname. Understand the nickname property as describing a mudperson. Rule for printing the name of a mudperson: say "[nickname]". There is a mudperson called the dude. "[A dude] stands awkwardly around." The description of the dude is "He's not perfect, but he looks kind of like you." The dude is male. The nickname of the dude is "dude". There is a mudperson called the lady. "[A lady] stands awkwardly around." The description of the lady is "She's not perfect, but she looks kind of like you." The lady is female. The nickname of the lady is "lady". Understand "person" as a person. Food is a kind of thing. Food is always edible. Food has some indexed text called the nickname. Understand the nickname property as describing a food. Rule for printing the name of a food: say "[nickname]". There is a food called dinner. The description of the dinner is "It looks delicious." There is a food called fish. The description of the fish is "A delicious edible fish." [implement same-sex mudpeople] Table of Make Jokes Topic Quip "haste/time" "You have all the time in the world." "love" "There isn't enough mud." "good" "You're the sole arbiter of good and evil, here." "like a tree" "Where do you want to go?" "off" "Where do you want to go?" "a wish" "This is no time for superstition." "your mark" "The whole world is yours." "money" "It's not that simple." "out" "With whom? (That was a rhetorical question. Besides, you don't have a Kisser.)" "believe" "You're already doing that." "decision" "You stop being so indecisive." "speech" "There's no one around worth talking to." "merry" "[sing]" "a scene" "[if a mudperson is in the location]Your audience seems unimpressed[else]There's no one around to see[end if]." To say sing: if the player does not carry the Singer: now the player carries the Singer; say "You feel your inventory grow heavier. [run paragraph on]"; say "Your singing is abominable.". Making it with is an action applying to one topic and one thing. Understand "a/an/the/ " as "[article]". Understand "make [article] [text]" or "make [text]" or "make [text] out of [something]" or "make [article] [text] out of [something]" or "make [text] of [something]" or "make [article] [text] of [something]" or "make [text] from [something]" or "make [article] [text] from [something]" or "make [text] with [something]" or "make [article] [text] with [something]" as making it with. Understand "sculpt [article] [text]" or "sculpt [text]" or "sculpt [text] out of [something]" or "sculpt [article] [text] out of [something]" or "sculpt [text] of [something]" or "sculpt [article] [text] of [something]" or "sculpt [text] from [something]" or "sculpt [article] [text] from [something]" or "sculpt [text] with [something]" or "sculpt [article] [text] with [something]" as making it with. Rule for supplying a missing second noun while making: if the ball of mud is not carried: if the supply of mud is visible: try taking the supply of mud; else: say "If only you had a suitable material..."; stop the action; if the ball of mud is carried: now the second noun is the ball of mud; otherwise: say "You will have to specify what to make [topic understood] out of." Check making: if the player does not carry the ball of mud: if the supply of mud is visible: try taking the supply of mud; else: say "There's nothing here that you can make anything out of."; stop the action; Carry out making: if the Maker is not fishmode: repeat through Table of Make Jokes: if the topic understood matches the topic entry: say the quip entry; say "[line break]"; [do I really need this linebreak?] stop the action; repeat through Table of Things to Make: if the topic understood matches the topic entry: if the player carries the ball of mud: if the location of the artifact entry is a planetary room: if the artifact entry is a food: say "There's already some food."; if the artifact entry is a mudperson: say "There's already one of those."; stop the action; else: if the artifact entry is not a food and the Maker is fishmode: say "A [one of]wheezing[or]clunking[or]rattling[at random] sound comes from the Maker, but no [topic understood] results."; stop the action; if the artifact entry is a mudperson or the artifact entry is a food: let N be indexed text; let N be "[the topic understood]"; now the nickname of the artifact entry is "[N]"; now the player carries the artifact entry; now the ball of mud is in Offstage; say "You shape the clay into a [topic understood]. [run paragraph on]"; if there is a moretext entry: say "[moretext entry]"; say "[line break]"; if the artifact entry is a mudperson: say "[broken maker]"; stop the action; else: say "[the topic understood][line break]"; say "If only you had a suitable material..."; stop the action; say "You poke the clay into something that looks kind of [topic understood]-like, but not quite[unless the location of the dude is a planetary room]. Perhaps you should try making something else[end if]." The Maker can be fishmode. The Maker is not fishmode. To say broken maker: say "[line break]The Maker emits, in quick succession: a shower of sparks, a fizzing sound, and a puff of smoke. When the smoke clears, the Maker looks slightly different."; now the Maker is fishmode. Instead of examining a fishmode Maker: say "Where its core previously depicted an ever-changing whirl of all possible nouns, now there is only a fish." [Report a mudperson (called outlaw) going from the location: say "[The outlaw] dashes away." Report a mudperson (called outlaw) going to the location: say "[The outlaw] skitters into view and blinks at you."] Section 3.2 - Mud A supply of mud is a backdrop. Understand "mud" or "clay" or "dirt" or "rich" or "dense" as the supply of mud when the ball of mud is not visible. When play begins: move supply of mud backdrop to all muddy planetary rooms. Understand "dig [the supply of mud]" as taking. Understand "dig" as taking when the supply of mud is visible. Rule for supplying a missing noun while taking: if the supply of mud is visible: now the noun is the supply of mud. A ball of mud is in Offstage. Understand "mud" or "clay" or "dirt" or "rich" or "dense" as the ball of mud when the ball of mud is visible. Instead of an actor taking the supply of mud: if the ball of mud is in Offstage: move the ball of mud to the actor; say "[The actor] scoop[s] up a ball of dense clay."; if the Maker is in Offstage: now the Maker is in the location; say "[line break][the initial appearance of the Maker][line break]"; otherwise: say "You already have a ball of mud." Instead of searching the supply of mud when the Maker is in Offstage: now the Maker is in the location; say "[line break][the initial appearance of the Maker][line break]". The initial appearance of the Maker is "A Maker glints out of the bank." Instead of dropping the ball of mud in a planetary room: move the ball of mud to Offstage; if the location is muddy: say "The ball of mud blends back into the shore."; else if the location is wet: say "The ball of mud sinks into the water."; else if the location is desiccated: say "The mud splatters across the ground." Test mud with "take mud / make dude / x dude" holding the Goer and the Maker and the Examiner in M3. Chapter 4 - Seens A scene can be worldly or spacey. Section 4.1 Beginning through Loneliness Beginning is a spacey scene. Beginning begins when play begins. Planetfall is a worldly scene. Beginning ends when Planetfall begins. Planetfall begins when the player is in the World-place. Planetfall ends sadly when seven planetary rooms are visited. Planetfall ends happily when Making Friends begins. Loneliness is a worldly scene. Loneliness begins when Planetfall ends sadly. Loneliness counter is a number that varies. Loneliness counter is 1. Every turn during Loneliness: if loneliness counter is: -- 2: say "You are starting to feel a little lonely."; -- 6: say "You are starting to feel lonely."; -- 9: say "You are starting to feel very lonely."; if loneliness counter is greater than ten: if a random chance of 1 in three succeeds: say "The loneliness is becoming unbearable."; increase loneliness counter by one. Section 4.2.1 Making Friends Making Friends is a worldly scene. Loneliness ends when Making Friends begins. Making Friends begins when two people are in the World-place. Making Friends ends when Many Demands begins. A mudperson can be valleybound. A mudperson is usually not valleybound. First step is a truth state that varies. First step is false. After examining a mudperson for the first time: if the player carries the noun: let way be the best route from the location to M9; if way is not nothing: now the noun is in the location; try silently the noun going the way; say "[The noun] wriggles free of your grasp, then scurries [way]ward."; else if the location is M9: now the noun is in the location; say "[The noun] wriggles free of your grasp."; else if the noun is in a room (called the current space): if the noun is not in M9: let the way be the best route from the current space to M9; try silently the noun going the way; say "[The noun] glances sidelong at you, then scurries [way]ward."; else: say "(You shouldn't be seeing this.)"; now the noun is valleybound; now first step is true. [First report a mudperson going: stop the action.] Every turn while a mudperson (called outlaw) is valleybound: if first step is false: if outlaw is in a room (called the current space) and outlaw is not in M9: let the way be the best route from the current space to M9; try outlaw going the way; if outlaw is in M9: now outlaw is not valleybound; now first step is false. Before writing a paragraph about a mudperson (called the subject): if the subject is valleybound: now the subject is mentioned; if the subject is talkedabout: now the subject is mentioned; else: say "[initial appearance]" instead. After choosing notable locale objects: repeat with described person running through mudpersons in the location: set the locale priority of described person to 6. First report a mudperson (called outlaw) going a direction (called way): say "[The outlaw] [one of]scampers[or]darts[or]scrambles[or]roams[or]saunters[as decreasingly likely outcomes] [way]." instead. Test dude with "take / f / take / f / e / take / dig / take / make friend". Section 4.2.2 Many Demands Many Demands is a worldly scene. Many Demands ends when Losing Omnipotence begins. Many Demands begins when the player is in M9 and a mudperson is in M9. [the spec: after you make a person, they scuttle off (either after a turn or after you x them) to M9. When you find them there, they are sad and hungry. In response to hunger: you can either make them dinner repeatedly, or set them up to go fishing/hunting. But their fishing pole or bow and arrows keep breaking. Possibly also make fire? Eventually you give them the maker. They then make a friend for themself, then distract you; when you x them, the friend steals your undoer] The block giving rule is not listed in the check giving it to rulebook. When play begins: now the Giver is in M9. The initial appearance of the Giver is "[if a mudperson is in the location][The random mudperson in the location] is here, staring inquisitively at a Giver that lies half-concealed in the grass[else]A Giver lies half-concealed in the grass[end if]." A mudperson has a number called hunger timer. The hunger timer of a mudperson is usually three. Every turn during Many Demands: repeat with target running through mudpersons in the World-place: decrease the hunger timer of target by one; if the hunger timer of the target is less than zero: now the hunger timer of the target is zero; if a mudperson is in the location: say "[mudperson occupations]"; To say mudperson occupations: repeat with urchin running through mudpersons in the location: if hunger timer of the urchin is: -- 2: say "[The urchin] is slightly peckish."; -- 1: say "[The urchin] is somewhat hungry."; -- 0: say "[The urchin] is very hungry."; Before giving food (called the offering) to a mudperson (called fedperson): now the offering is in Offstage; now the hunger timer of the fedperson is three; say "[The fedperson] scarfs down the [offering]. [It-they of the fedperson] looks sated."; stop the action. A mudperson has number called take timer. The take timer of a mudperson is usually two. After taking a mudperson (called captive): now the take timer of the captive is two; continue the action. Every turn: repeat with captive running through mudpersons carried by the player: decrease the take timer of captive by one; if the take timer of captive is zero: now captive is in the location; say "[The captive] wriggles free of your grasp.". Section 4.2.3 Losing Omnipotence Losing Omnipotence is a worldly scene. Losing Omnipotence begins when a mudperson carries the Maker. Losing Omnipotence ends when The Retreat begins. There is a mudperson called the other dude. "[An other dude] stands awkwardly around." The description of the other dude is "He's not perfect, but he looks kind of like you, too." The other dude is male. The nickname of the other dude is "other dude". There is a mudperson called the other lady. "[An other lady] stands awkwardly around." The description of the other lady is "She's not perfect, but she looks kind of like you, too." The other lady is female. The nickname of the other lady is "other lady". Stage is a number that varies. Stage is one. A mudperson can be talkedabout. A mudperson is usually not talkedabout. Every turn during Losing Omnipotence: if a mudperson (called the conspirator) is in the location: now the conspirator is not talkedabout; if Stage is: -- 1: say "[The conspirator] has forgotten [its-their] hunger and is entranced by the Maker."; now the conspirator is talkedabout; increase Stage by 1; -- 2: say "[The conspirator] [one of]shakes the Maker rapidly[or]fiddles with the Maker[or]hits the Maker on the ground[increase stage][stopping]."; now the conspirator is talkedabout; -- 3: now the conspirator is talkedabout; if the location is muddy: say "[The conspirator] scoops up a ball of dense clay."; increase Stage by 1; else: let the way be the best route from the location to M3; try conspirator going the way; -- 4: now the conspirator is talkedabout; say "[made a friend for themself]"; -- 5: now the conspirator is talkedabout; say "[made a distraction]". To say increase stage: increase Stage by 1. To say made a friend for themself: if a mudperson (called progenitor) is in the location: if progenitor is male: now the other dude is in the location; now the nickname of the other dude is "other [nickname of the dude]"; now the ball of mud is in Offstage; say "[The progenitor] points the Maker at a pile of mud and makes himself another [nickname of the dude]."; else if progenitor is female: now the other lady is in the location; now the nickname of the other lady is "other [nickname of the lady]"; now the ball of mud is in Offstage; say "[The progenitor] points the Maker at a pile of mud and makes herself another [nickname of the lady]."; increase Stage by 1. The distraction is a thing. Instead of examining the distraction for the first time: if a mudperson (called thief) is in the location: say "While you are looking at the distraction, [the thief] sneaks up behind you and steals your Undoer!"; now thief carries the Undoer. To say made a distraction: now the distraction is in the location; say "[A random mudperson in the location] makes a distraction."; increase Stage by 1. Section 4.2.4 The Retreat The Retreat is a worldly scene. The Retreat begins when a mudperson carries the Undoer. The Retreat ends when the player is not in the World-place. Before going up from M4 when Many Demands has ended: if the number of things carried by the player is greater than one: say "Gravity has gotten too strong. You are weighed down by your inventory."; stop the action. Before reading a command when a mudperson carries the undoer: if the just done thing is going: carry out the distancing activity with the previous place; if the pathlength is greater than zero: continue the action; if the just done thing is dropping something: continue the action; if the just done thing is taking the dropper: continue the action; if the just done thing is taking the goer: continue the action; if the just done thing is giving the undoer to a mudperson: continue the action; if the just done thing is examining the distraction: continue the action; otherwise: say "You try [the just done thing] but [the random mudperson carrying the Undoer] shakes [its-their] fist and points the undoer at you! [It-they] wants you gone."; undo a turn. To undo a turn: (- VM_Undo(); -). The previous place is a room that varies. The previous place is Where We Begin. Before going: now the previous place is the location; continue the action. The just done thing is a stored action that varies. Before doing something: now the just done thing is the current action; continue the action. The pathlength is a number that varies. Distancing something is an activity. Before distancing: now the pathlength is 0. Rule for distancing a room (called prior): let M be the number of moves from prior to Something Interesting; let N be the number of moves from the location to Something Interesting; now the pathlength is M minus N. Test retreat with "take goer / f / f / e / give maker to lady / give undoer to lady" holding the lady and the maker and the giver. Instead of taking something held by a mudperson (called the target): say "The mudperson wriggles away from your reach.". Every turn during The Retreat: repeat with follower running through mudpersons in the World-place: if the location of follower is not the location of the player: let the way be the best route from the location of follower to the location of the player; try follower going the way. Section 4.5 Endings Instead of going to the World-place when The Retreat has ended: say "You can't bring yourself to return." Last report going to Where We Begin: if Planetfall has not ended: continue the action; if Losing Omnipotence has happened or Losing Omnipotence is happening: end the story saying "You'll never do that again."; else: end the story saying "Yes, perhaps it is for the best to end it now." Chapter 5 - Appendices Section 5.1 - Tables Table of Verb Correspondences Verb Unused Behavior [an action-name] Description Goer 0 the going action "[one of]a Mover or a Shaker, only more directed.[or]a Goer, if you know what I mean? Eh?[purely at random]" Goer 0 the entering action "" Goer 0 the exiting action "" Examiner 0 the examining action "[one of]one fresh, hot off the presses, edition of the morning news.[or]a magnifying lens.[purely at random]" Taker 0 the taking action "[one of]a heartbreaker and a dreammaker.[or]a sponge.[or]a sticky ball.[purely at random]" Taker 0 the taking inventory action "" Dropper 0 the dropping action "a pipette." Remover 0 the removing it from action "a bottle of isopropyl alcohol." Eater 0 the eating action "[verb default]" Putter 0 the putting it on action "a golf club." Looker 0 the looking under action "[one of]the significant other of your dreams.[or]a pair of clear plastic domes, about three inches across, containing a small black ball each, which roll crazily around and approximate a set of cartoonish eyes.[purely at random]" Looker 0 the looking action "" Looker 0 the searching action "" Locker 0 the locking it with action "a hinged metal box with vents." Unlocker 0 the unlocking it with action "[one of]a solid block of plaster.[or]a key.[purely at random]" Switcher 0 the switching on action "[verb default]" Switcher 0 the switching off action "" Opener 0 the opening action "a device for cutting into cans." Closer 0 the closing action "[verb default]" Wearer 0 the wearing action "[verb default]" Disrober 0 the taking off action "[verb default]" Toucher 0 the touching action "[verb default]" Waver 0 the waving action "[one of]a tremor.[or]a quaver.[purely at random]" Puller 0 the pulling action "[verb default]" Pusher 0 the pushing action "[verb default]" Turner 0 the turning action "a spatula." Pusher 0 the pushing it to action "[verb default]" Squeezer 0 the squeezing action "[verb default]" Thinker 0 the thinking action "a bronze statuette." Smeller 0 the smelling action "[verb default]" Listener 0 the listening to action "[verb default]" Taster 0 the tasting action "[verb default]" Jumper 0 the jumping action "[one of]a pinafore.[or]a set of cables with alligator clips at the ends.[purely at random]" Eater 0 the drinking action "" Curser 0 the swearing obscenely action "a pointing arrew [unicode 91][italic type]sic[roman type][unicode 93]." Curser 0 the swearing mildly action "" Swinger 0 the swinging action "[verb default]" Rubber 0 the rubbing action "[if the player has the goer and the player has the swinger]an excellent Saturday night, with the Goer and the Swinger.[else]an eraser.[end if]" Waver 0 the waving hands action "" Singer 0 the singing action "a sewing machine." Climber 0 the climbing action "a sprawling vine." Maker 0 the making it with action "[if fishmode]a glowing fish[else]the most glorious of the verbs[end if]." Undoer 0 -- "[one of]a seam ripper[or]an eraser[or][verb default].[purely at random]" Kisser 0 the kissing action "a pair of puckered lips." Giver 0 the giving it to action "[one of]a dystopian children's novel[or][verb default].[purely at random]" Table of Verb Exceptions Behavior the waiting action the saying yes action the saying no action the asking for help action the xyzzying action Table of Uncalled-For Verbs Behavior the inserting it into action the consulting it about action the showing it to action the waking action the throwing it at action the attacking action the answering it that action the telling it about action the asking it about action the asking it for action the burning action the buying action the sleeping action the waking up action the cutting action the tying it to action the buying action Section 5.2 - Miscellanea The display banner rule is not listed in the startup rulebook. First report going to M4 for the first time: say "[banner text]". The description of the player is "As good-looking as eternity." Xyzzying is an action applying to nothing. Understand "xyzzy" as xyzzying. Carry out xyzzying: now the player carries the curser; say "A new verb drops into your hands.". After waiting: say "Time passes inexorably." Understand "kiss [something]" as kissing. The can't take other people rule is not listed in the check taking rulebook. Understand "nab [something]" or "snatch [something]" or "abscond with [something]" as taking. Understand "take a deep breath" or "take a breath" or "take deep breath" or "take breath" as a mistake ("[if the Taker is carried](Taken. Metaphorically.)[else]That's not a verb I recognize anymore.[end if]"). Understand "walkthrough" or "walkthru" as a mistake ("Sorry, walkthroughs are for finished games."). Understand "map" as a mistake ("You can find a downloadable map at: http://tove.itch.io/form-and-void"). Table of custom library messages (continued) Message Id Message Text LibMsg "[if the player has a Goer]Where?[else if the tookness of the Goer is 0]That's not a verb I recognize yet.[else]That's not a verb I recognize anymore.[end if][line break]" LibMsg "As satisfying as it must be to be able to curse, such language will not help the progress of the story.[line break]" LibMsg "As satisfying as it must be to be able to curse, such language will not help the progress of the story.[line break]" Understand "curse" as swearing mildly. Instead of taking inventory: if the number of things enclosed by the player is 0: say "You are empty-handed." instead; else: now all things enclosed by the player are unmarked for listing; repeat with inventorything running through things enclosed by the player: if inventorything is not a verb: now inventorything is marked for listing; say "You are carrying: [line break]"; list the contents of the player, with newlines, indented, giving inventory information, including contents, with extra indentation, listing marked items only; now all things enclosed by the player are unmarked for listing; repeat with inventoryverb running through things enclosed by the player: if inventoryverb is a verb: now inventoryverb is marked for listing; list the contents of the player, with newlines, indented, giving inventory information, including contents, with extra indentation, listing marked items only. Section 5.3 - Help Tables After printing the banner text: say "For more information, type ABOUT." The help request rule is not listed in any rulebook. Carry out asking for help: change the current menu to Table of About; carry out the displaying activity; clear the screen; try looking; stop the action. Table of About title subtable description toggle "Bring Out Your Dead release notes" -- "[some intro text]" -- "Brief (spoilery) postmortem thoughts" -- "[spoilers]" -- Section 5.4 - True Things - Not for Release Honest mode is a truth state that varies. Honest mode is false. Orienteering is an action applying to nothing. Understand "orient" as orienteering. Before orienteering: continue the action. Carry out orienteering: now honest mode is true. After doing something when honest mode is true: say "[wug]." Section 5.5 - Notes to Self - Not for Release [-----------------------------------------------------------------------------------------------------------------] [support two kinds of people? one that you make, and one that they make?] [loneliness timer: "You are lonely." "You are very lonely."] [liquor, badger, Alexander, Christopher, Jennifer, budweiser, oscar, paper, caper, whisker, booger, poker, laser, header, footer, larder, murder, bumper, burger] [Other] [definitely want to implement larder]