I just had a quick play-through, and there was one thing that seemed a little inconsistent (it seems to work very well by the way) and that was with regards to the meals. In the game, you actually get to eat with the captain or the crew, what was interesting is that almost immediately after the meal with the captain (as I like to wager afterwards) the game told me I lost health due to being hungry. It seems that it doesn't necessarily recognize all instances where the text tells you that you ate. There was another related issue, when taking the coach to Ragadorn, the text says "you must eat a meal, or lose health" and I didn't "eat", but the game didn't deduct points for that, though a few sections later, it said I was hungry. I understand the rules about hunger, and it's something I could keep track of myself, but in general the game text is not consistently applied. Another issue I had, which I may have misunderstood, is that I deliberately didn't choose a weapon, I took the chainmail and the shield to start. According to the action chart, the lack of a weapon (-4CS) is offset by the combination of chainmail and shield (2CS+2CS). However, in a couple of the battles I had, my starting CS was -4. I actually couldn't remember the rules about multiple people in a given situation, but I think you can be more explicit about the CS for any given battle, when that battle starts, I wasn't sure if there was a bug, or if the game was correct. Anyhow, good work! S On Tue, Mar 12, 2013 at 6:19 PM, Christian Jauvin <cjauvin@xxxxxxxxx> wrote: > Hi all, > > Just a note to announce that I have finished the implementation of > FotW for my gamebook.js engine, which is now fully complete and > playable (I took great care in coding the rules as faithfully and > precisely as I could). > > To recap briefly: the idea of gamebook.js is to offer an IF-like > interface where you freely type commands, instead of explicitly > picking choices. > > I wrote a longer description on my blog: > > http://cjauvin.blogspot.ca/2013/03/suspension-of-parser-disbelief.html > > but in a nutshell, here are the interesting new features: > > * Contextual word autocompletion (effectively providing hints, which > can be turned off) > > * Use of a word stemmer for greater lexical flexibility > > * Action Chart and item management coherently integrated in the > textual interface > > * Semi-automatic content extraction, where a script first processes > the raw PA XML as best as it can.. > > * ..then weaves it with a meticulously curated and customized > "override" content file > > * Many mechanisms to limit tedious guesswork (choice trimming based on > requirements, etc) > > * Save/load > > If you'd like to try it: > > http://projectaon.org/staff/christian/gamebook.js > > but please be sure to reload if you ever tried the previous prototype > (in the 3rd intro paragraph, the version should no longer be > "incomplete and experimental".. just "experimental"!). > > I sincerely hope it can be of interest to some of you, > > Christian > > ~~~~~~ > Manage your subscription at //www.freelists.org/list/projectaon > > > -- Postdoctoral Fellow Mathematics and Computer Science Division Argonne National Laboratory 9700 S. Cass Avenue Argonne, IL 60439 http://www.linkedin.com/pub/sam-seaver/0/412/168 samseaver@xxxxxxxxx (773) 796-7144 "We shall not cease from exploration And the end of all our exploring Will be to arrive where we started And know the place for the first time." --T. S. Eliot