Thoughts about interactive fiction and news about the interactive work of Aaron A. Reed.
Thursday, December 27, 2007
Tuesday, December 11, 2007
more debugging.
// Conversation: Progue's after discussing relationships rule).
// Conversation: checking if the NPC has anything else to say rule (because Every turn when a attentive other person is in location (old man). if last beat snov_novel suggests a beat (nothing) and ( conversation fuse is not 0 (0) or actual last beat (dc_doorpuzzle) is ephemeral (true) we'll continue.
// Conversation: conditions not met.
// Progue: reporting on Progue rule (because Progue is in location and Progue is fulfilling and the animus of Progue is not poetry-reading).
// Progue: Progue hates monotony rule (because player is awake and Progue is fulfilling and the animus of Progue is not spying) (increasing activity counter by 1).
// Drama manager: adding 46 (# turns since last chapter advance) to boredom meter.
// Drama manager: adding 31 (# turns since last landmark turn) to boredom meter.
// Drama manager: adding 120 (frustration tracker * 5) to boredom meter.
// Drama manager: setting boredom meter to 0 because something dramatic is happening.
// Drama manager: deciding NOT time for excitement (197 < 400).
// Conversation: conversation bookkeeping rule).
// Ambience: ambient messages rule NOT running (because / / nothing dramatic is happening is false)
// Conversation: checking if the NPC has anything else to say rule (because Every turn when a attentive other person is in location (old man). if last beat snov_novel suggests a beat (nothing) and ( conversation fuse is not 0 (0) or actual last beat (dc_doorpuzzle) is ephemeral (true) we'll continue.
// Conversation: conditions not met.
// Progue: reporting on Progue rule (because Progue is in location and Progue is fulfilling and the animus of Progue is not poetry-reading).
// Progue: Progue hates monotony rule (because player is awake and Progue is fulfilling and the animus of Progue is not spying) (increasing activity counter by 1).
// Drama manager: adding 46 (# turns since last chapter advance) to boredom meter.
// Drama manager: adding 31 (# turns since last landmark turn) to boredom meter.
// Drama manager: adding 120 (frustration tracker * 5) to boredom meter.
// Drama manager: setting boredom meter to 0 because something dramatic is happening.
// Drama manager: deciding NOT time for excitement (197 < 400).
// Conversation: conversation bookkeeping rule).
// Ambience: ambient messages rule NOT running (because / / nothing dramatic is happening is false)
Sunday, December 9, 2007
Wednesday, December 5, 2007
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