Approaches
version 4 by Emily Short
Documentation
- Chapter: Route-finding methods
- Section: Default behavior with visited rooms only
- Section: Routes through unvisited rooms
- Section: Routes in darkness
- Section: Stopping partway through a path
- Chapter: Refining the description of movement
- Section: The path history rule
- Section: The describing path of activity
- Section: Changing the cases or names of rooms in movement output
- Chapter: Other characters
- Example: * Easy Keys - Demonstrating how to use Approaches with Locksmith to create doors that properly bar the player's travel.
- Example: * Wide-Eyed Saloon - Demonstrating how to safely interrupt the player's travel with conditions other than locked doors.
- Example: * Proper Places - Demonstrating how to change the names of rooms as printed in movement descriptions.
- Example: ** Traveling with Candles - Movement in which the player is not allowed to enter a dark room unless some light source is found inside or the player himself carries a light source.
- Example: ** Riverside Path - A bicycle that the player can use to traverse multiple rooms at a time, when travel on foot is restricted to single-room movement.
- Example: ** The Jade Amphitheater - A replacement for the ordinary describing path rule to produce text output such as "You go to Crimson Chamber by way of Grooved Channel, Shallow Jade Amphitheater, Silver Filigree Prison and Mandarin Casket Room."
Approaches provides a GO TO ... action which allows the player to move to a named room, as long as the path lies through rooms he has already visited.
Several Inform examples already show how to do this: what Approaches adds is a flexible and adaptable set of rules and more elegant reporting of movement through intermediate rooms before arrival at the final goal.