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'Special Commands'

Posted: Mon Aug 22, 2016 2:22 pm
by NiteHawk
I was thinking about adding extra commands but I thought about how I wanted to handle this. In the end I realized I didn't want to give people the ability to create random commands. Plus 'new' commands would be confusing and having a hundred random commands would be more taxing check wise.

Instead I'll be having one additional script that will check what was called (I.E. /push, /pull, etc) and then you can use those commands for a script.

However, I wanted to know what additional commands should be initially added. I am going to make it easy for myself to add more if need be, but I want to limit it as much as we can. So far I have:

/push
/pull (will adjust current command)
/grab
/look (will adjust current command)

What else?

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 2:28 pm
by NiteHawk
P.S. This would be room commands.

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 2:42 pm
by Folder
Cool, this will be good in future areas :).

I think that's a fine starting point. You don't want to overcomplicate it and end up with people just trying every random command they can think of on something.

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 3:10 pm
by Thoth
From my experience with people so far in this game...and ROK...and NM when I played, that is EXACTLY what people do. Especially the ones with mechanical minds that don't often pay attention to literary. storied, or contextual clues. They try every command possible on things around the room before actually reading the room.

I say litter them with commands.

/stomp for loose floorboards (secret keys or items)
/open
/close
/smell


:mrgreen:

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 3:11 pm
by Folder
cruel lol.

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 3:18 pm
by NiteHawk
Thoth wrote:/stomp for loose floorboards (secret keys or items)
/open
/close
/smell


Again I don't want to bombard them with useless ones, but open/close/smell are good ones.

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 3:28 pm
by Rodeo
Thoth wrote:From my experience with people so far in this game...and ROK...and NM when I played, that is EXACTLY what people do. Especially the ones with mechanical minds that don't often pay attention to literary. storied, or contextual clues. They try every command possible on things around the room before actually reading the room.

I say litter them with commands.

/stomp for loose floorboards (secret keys or items)
/open
/close
/smell

I say bombard them with actions.

:mrgreen:


Asshole.....but I love you. ♡

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 3:33 pm
by Thoth
If that's the case that you don't want useless ones then you might eliminate /smell as that was useful in Terra for about ten minutes back in 1994. It never really did get used again.

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 4:41 pm
by NiteHawk
Thoth wrote:If that's the case that you don't want useless ones then you might eliminate /smell as that was useful in Terra for about ten minutes back in 1994. It never really did get used again.


Yeah but that's because it wasn't used in ROK often. I could see using senses being something used if people think outside the box when designing OADs.

Re: 'Special Commands'

Posted: Mon Aug 22, 2016 4:51 pm
by NiteHawk
Next update will have these changes. It might break some commands though currently, I hope not, since I also adjusted how commands are handled a bit, if you see anything like this poke it in bugs for a fix. Should be in tomorrow.