Kind of obvious that they left something behind, then.
>2. All the objects in question will have been taken by the time the
>player gets to the transport. For example, if they need a spray paint
>can in the next country, put it next to an object required to get
>to the transport. This won't necessarily assure that the player will have
>the objects, but it will make the possession of them much more likely.
>3. When leaving, have the game say [The game is now in an unsolvable
>state. You may want to undo that last move.] but still allow the player
>to go ahead.
I was thinking about a wimpy mode.. i.e.
>wimpy on
Game is now in wimpy mode. The game will never reach an unsolveable
state.
So then I would code things like this:
... if player is about to board the ship
{
if (wimpy is on and player doesn't have this & this & that)
"You feel like you've forgotten something. Better go back.";
! ..otherwise, board the ship.
}
This way, the player can decide for themself if they want the game to be
tough & mean, or not let them pass important things up. What do you
think?
-- --- Sam Hulick ------------- shulick@indiana.edu --------------------- Systems Consultant | Homepage: Indiana College Placement | http://copper.ucs.indiana.edu/~shulick/ and Assessment Center | PGP public key available on request