Re: That's not important - leave it alone.


Fri, 29 Dec 95 13:55:40 GMT

> MALL
> Shoe stores, book stores, pet stores -- you name it, they can sell it to
> you here, and all with the same annoying Muzak playing in the background.
> You wander about for a while until you start to get vertigo, then finally
> collapse in front of a drugstore.
> DRUGSTORE
> Aisles and aisles of consumer goods stretch off to infinity. You're
> starting to feel woozy again. You stagger onto a bench beside a candy
> rack.

> OK, maybe a bit *too* contrived, but you get the idea. In your case, you
> could describe all the doors, but lead the player to one in particular --
> say, something catches their attention about the door you want them to
> open. Then if they insist on trying all the other doors, they can't say
> you haven't warned them.

Yiiippe! Player actions described as part of room descriptions! It'll
seem a bit unnatural to have all these things happen *again* when you type
'look'. Probably better done is 222 Witherspoon in Princeton.
The *worst* "inaccessible object" I've seen is the boat mast in Curses.

Mg

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