{"author_name":"AtkinsSJ","cat":"MiniLD","comments":[{"author_name":"Almost","time":"September 13, 2009 12:22 pm","epoch":1252862520,"text":"So basically, you just created a potentially infinitely large world game with limitless quests etc., right?<br \/>\n Cool","spam":"N"},{"author_name":"Almost","time":"September 13, 2009 1:06 pm","epoch":1252865160,"text":"Hmm, inability to drop items means that any useless item you get is stuck forever, right?<br \/>\n Also, if item X has a generic use that will happen when there is no specific use for the item at the moment..","spam":"N"},{"author_name":"","time":"September 13, 2009 1:51 pm","epoch":1252867860,"text":"I really wish there was a way to persevere state without sticking an object in the inventory. For instance, it&#8217;d be nice to have something along the lines of [[IFHASBEENHEREBEFORE:]] (with a better tag, of course), so the world can change when you come back later.","spam":"N"},{"author_name":"AtkinsSJ","time":"September 13, 2009 2:20 pm","epoch":1252869600,"text":"OK, now working on &#8216;if visited before&#8217; code, as it should be pretty simple. Generic use of items will be harder, as I&#8217;d need somewhere to store the items &#8211; probably wiki pages in the form &#8216;Adventure\/Item\/Foo&#8217; or something. I don&#8217;t know.<br \/>\n Conversations could work&#8230; Maybe have the conversation tree with each bit of speech having an id and these hidden or shown by different inputs&#8230; Hmmm.<br \/>\n Dropping items shouldn&#8217;t be too hard, as I can bung a session var in with items that you&#8217;ve dropped at various places&#8230; But really, I didn&#8217;t see the need to get rid of items, so it&#8217;s not a high priority.","spam":"N"}],"epoch":1252861440,"likes":0,"metadata":{"p_key":"72426","p_author":"AtkinsSJ","p_authorkey":"1049","p_urlkey":"108248","p_title":"Items Complete!","p_cat":"MiniLD","p_event":"LD15","p_time":"1252861440","p_likes":"0","p_comments":"4","p_status":"UPD5","us_key":"1049","us_name":"AtkinsSJ","us_username":"atkinssj","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<p>Items can now be gained and lost, there are IFHAVE and IFNHAVE to conditionally output text, and you can click on items in your inventory to use them: if that area has a [[USE:Foo|Bar]] tag, then it will display Bar if you use Foo. Tags can contain other tags, but not perfectly if there are multiple tags at the same level. eg:<\/p>\n <p>[[IFHAVE:Foo| [[GET:Fish]] [[GET:Chips]] ]]<\/p>\n <p>The Get tags are at the same level here, and so will display oddly. Though I think they might still work.<\/p>\n <p>If anybody has any ideas of other things they&#8217;d like in, please comment below! And feel free to use tags in pages: They make it a game rather than a wiki browser. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/php\/\" rel=\"tag\">php<\/a><\/p>","time":"September 13th, 2009 12:04 pm","title":"Items Complete!"}