Best things about the game
Its has full descriptions
It has no mistakes
No typos
You complaining about nothing in this game
And also face the facts that everyone at textadventures.co.uk likes the game
and Only you dont like it
Heres proof: Go to http://www.textadventures.co.uk/review.php?game=89
Anyone agree with me?
> SHOOT MAN
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
> SHOOT MAN WITH PISTOL
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
> SHOOT RED JACKET WITH PISTOL
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
> SHOOT RED JACKET
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
> USE PISTOL
YOU CAN'T USE THAT HERE.
> USE PISTOL ON RED JACKET
YOU PULL THE GUN SILENTLY OUT OF YOUR JACKET AND FIRE. THE SHOT HITS THE MAN IN THE NECK AND HE FALLS TO HIS KNEES AND THEN FALLS OVER.
To kill: Make sure you have a weapon, and then USE it on the victim. For example, say I wanted to kill someone named "unfortunate victim" and I had a pistol. I would type "use pistol on unfortunate victim" (luckily, no object names are that long).
davidw wrote:You really don't like reading things before commenting on them, do you, Michael? As stated in my review, the very first command in the game I typed was HELP. And any author who has a clue what he is doing should try to cover every response the player will type, especially the obvious ones. It’s what separates the good authors from the bad ones.
> e
The door is locked and you cannot travel further in that direction.
> open door
The door is locked and cannot be opened yet.
> unlock door
The door is locked and you do not have a key.
> e
You can't go that way.
> open door
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
> unlock door
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
steve the gaming guy wrote:I see what you're saying, Freak. I agree to a point but if an author wants to make a game that mainly uses the sidebar, he should point that out in the intro of the game. The second Mansion game is a great example of this. It was a well put together game and it introduces it as a game that focuses on the use of the sidebar.
Now, when I design my own games (and I presume most 'authors'), I type in the commands that need to be used to make the desired effect work. The adjectives are not a headache to put in. QDK is designed that way. Although it may not be mandatory to allow the player to say 'unlock door', it's just a nice touch and a better chance at a high score to not force them to use only one command 'use key on door'. What's even better is, let's say you don't have a key and you create something with custom commands as follows:> e
The door is locked and you cannot travel further in that direction.
> open door
The door is locked and cannot be opened yet.
> unlock door
The door is locked and you do not have a key.
This would be much better than the player seeing this:
[quote]> e
You can't go that way.
> open door
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
> unlock door
I DON'T UNDERSTAND YOUR COMMAND. TYPE HELP FOR A LIST OF VALID COMMANDS.
!library
!asl-version <400>
!Common library to give room descriptions, and default answers to many commands.
!Created by Tr0n²
!addto game
startscript {
panes off
set string <directions[0]; north>
set string <directions[1]; northeast>
set string <directions[2]; northwest>
set string <directions[3]; east>
set string <directions[4]; west>
set string <directions[5]; southeast>
set string <directions[6]; south>
set string <directions[7]; southwest>
set string <directions[8]; up>
set string <directions[9]; down>
set string <desc.rnd1[0]; in what seems to be,>
set string <desc.rnd1[1]; in>
set string <desc.rnd1[2]; in, what could be called,>
set string <desc.rnd1[3]; inside, what you can only call,>
set string <desc.rnd1[4]; inside>
set string <desc.rnd1[5]; , looking around>
set string <desc.rnd1[6]; in the middle of>
set string <desc.rnd2[0]; It looks like you can go;>
set string <desc.rnd2[1]; You see that you can go;>
set string <desc.rnd2[2]; The exits surrounding you are;>
set string <desc.rnd2[3]; You may go;>
set string <desc.rnd2[4]; You're torn for choice, you can go;>
set string <desc.rnd3[0]; to>
set string <desc.rnd3[1]; toward>
set string <desc.rnd3[2]; which is>
set string <desc.rnd3[3]; into>
}
description {
set numeric <desc.rnd1; $rand(0;6)$ >
msg <You are |cg#game:posture#|cb _
#desc.rnd1[desc.rnd1]# _
#(quest.currentroom):prefix# _
|cr#(quest.currentroom):alias#|cb >
if ( $left(#quest.command#;1)$ = l) or _
not property <#quest.currentroom#; been_here> then {
msg <#quest.lookdesc#>
property <#quest.currentroom#; been_here>
if not ( #quest.formatobjects# = ) then msg <You can see #quest.formatobjects# here. >
}
set numeric <desc.rnd1; $rand(0;4)$ >
msg <#desc.rnd2[desc.rnd1]#>
for <loop.1; 0; 9> {
if not ( $objectproperty(#quest.currentroom#; #directions[loop.1]#)$ = ! ) then {
set string <direction.name; $objectproperty(#quest.currentroom#; #directions[loop.1]#)$ >
set numeric <desc.rnd1; $rand(0;3)$ >
msg < |cl#directions[loop.1]#|cb #desc.rnd3[desc.rnd1]# #(direction.name):prefix# |cr#(direction.name):alias#|cb,>
}
}
}
afterturn set string <quest.lastcommand; #quest.command#>
error <badthing; You don't see anything like that here..>
error <badcommand; $badcommand$>
error <badgo; It doesn't seem like you can go there..>
error <defaultout; It doesn't seem like you can go there..>
error <badgive; You decide that you are a deserving owner, and give to yourself.. You are pleased with your new gift.>
error <badplace; It doesn't seem like you can go there..>
error <badpronoun; $badit$>
error <badput; You put it into your own hand..>
error <badtake; You think about it, but decide that you can do without such an item..>
error <baduse; You try to use it, but can't quite figure out |ihow|xi to..>
error <defaultuse; You try to use it, but can't quite figure out |ihow|xi to..>
error <cantdrop; You can't get rid of that!>
error <cantclose; You try your best, but it just won't close..>
error <cantopen; You try your best, but it just won't open..>
error <cantremove; You try your best, but you can't remove that..>
error <cantput; You think that there are better places to put things then |ithere|xi..>
error <defaultspeak; You suddenly feel something is wrong with you speaking to that..>
error <noitem; You can't do that if you don't have it first..>
error <itemunwanted; You decide it's better to hang onto it..>
' This is taken from stdverbs.lib, for standard compatibility..
' Edited a little because the actions were blurring together
command <#cmn.command#. #cmn.command2#; _
#cmn.command#, and then #cmn.command2#; _
#cmn.command#, then #cmn.command2#; _
#cmn.command#, #cmn.command2#; _
#cmn.command# and then #cmn.command2#; _
#cmn.command# then #cmn.command2#> {
msg <|n|cg|b$symbol(gt)$ #cmn.command#|cb|xb>
exec <#cmn.command#>
pause <500>
if ( $instr(#cmn.command2#;,)$ = 0 ) and _
( $instr(#cmn.command2#;_then_)$ = 0 ) then _
msg <|n|cg|b$symbol(gt)$ #cmn.command2#|xb|cb>
exec <#cmn.command2#>
}
command <look around> _
exec <look>
command <look into #@object#> _
exec <look in #@object#>
command <look at ground> _
if here <$getobjectname(ground)$> then _
exec <look at ground; normal> _
else _
msg <You look at your feet, suddenly feeling bashful..>
command <look at sky> _
if here <$getobjectname(sky)$> then _
exec <look at sky; normal> _
else _
msg <You look up, letting your mind wander for a few moments..>
command <look on #@object#;look at #@object#> _
exec <look at #@object#; normal>
command <look at #@object# with #@something#;_
look at #@object# in #@something#;_
look down #@object# with #@something#;_
look in #@object# with #@something#;_
look in #@object# using #@something#> {
msg <You angle the #@something# just right, look into it, and see..>
if property < #something#; reflective > then {
flag on <mirror_in_use>
exec <look at #@object#>
flag off <mirror_in_use>
}
else _
exec <look at #@something#>
}
command <look #look.direction#ward;_
look #look.direction#wards;_
look #look.direction#> {
for <look.loop; 0; 9> _
if ( #look.direction# = #directions[look.loop]# ) and _
not ( $objectproperty(#quest.currentroom#; #look.direction#)$ = ! ) then _
flag on <look_direction>
if flag <look_direction> then {
set string <look.direction.name; $objectproperty(#quest.currentroom#; #look.direction#)$ >
msg <You see the #(look.direction.name):alias# ..>
flag off <look_direction>
}
else _
select case <#look.direction#> {
case <down> _
exec <look at ground>
case <up> _
exec <look at sky>
case else _
exec <look #look.direction#; normal>
}
}
command <go #direction#;_
n;north;ne;northeast;e;east;se;southeast;_
s;south;sw;southwest;w;west;nw;northwest;_
u;up;d;down> _
select case <#game:posture#> {
case <standing; crouching; crawling; limping; crying> _
exec <#quest.originalcommand#; normal>
case else _
msg <You can't do that while you're #game:posture#..>
}
command <put #@object# and #@object2# and #object3# on #@last_object#; _
put #@object#, #@object2# and #object3# on #@last_object#; _
put #@object# and #@object2# on #@last_object#> _
exec <put #@object# on #@last_object#, put #@object2# on #@last_object#, put #@object3# on #@last_object#>
command <put #@object# on #@last_object#> _
exec <put #@object# on #@last_object#; normal>
command <sit down; sit up;sit> _
debug <SIT_$posture_change(sit down;sitting;You sit down on the ground and rest..)$>
command <stand up;stand> _
debug <STAND_$posture_change(stand;standing;You stand up, brushing your legs for no real reason.)$>
command <lay down;lay;sleep> _
if ( $posture_change(lay down;laying;|xn)$ = SUCC ) then {
msg <You lay down, spread your legs out, and |xn>
if ( $rand(1;10)$ = 5 ) then _
msg <|cr`OUCH!`|cb hit your head!> _
else _
msg <lay down with your hands behind your head.>
}
command <jump> _
select case <$posture_test(laying)$> {
case <SUCC; FAIL> _
debug <JUMP_$posture_change(jump;laying;You leap into the air, spread your arms and - fall flat on your face!|nYou are now lying on the ground.)$>
case <SAME> _
exec <stand up, jump>
}
command <cry;sob> _
debug <CRY_$posture_change(cry;crying;Your vision goes blurry and there's a sparkle in your stomach as you start to cry.)$>
command <don't cry;stop crying> _
debug <STOP_CRY$posture_change(stop crying;#game:old_posture#;You dry your eyes and give a poor sniffle as you stop crying.)$>
command <stomp; stamp> _
if ( $posture_change(stamp;standing;)$ = FAIL ) then _
msg <You stomp around like a small child, waving your arms.>
command <cut throat;cut throat #stuff#;_
slit throat;slit throat #stuff#;_
maime;maime #stuff#> _
msg <You don't need to be so graphical! Try attack, hit or kick.>
command <die> _
msg <You think about jumping from a tall building for a second or two - imagining the rush of air and the sense of freedom that would come - and then snap back to reality.>
command <yell;shout;cry out> _
msg <You yell at the top of your voice..>
command <stop> _
if ( #game:posture# = crying ) then _
exec <stop crying> _
else _
msg <Stop what?>
command <get up> _
select case <#game:posture#> {
case <sitting;laying> _
exec <stand up>
case <hanging> _
exec <go up>
case else _
msg <Get up where?>
}
command <help> _
msg <Have a walk around, try out some things.|n_
Send in some suggestions about commands which would be helpful, or nice.|n_
debug commands:|n _
|cgt.f1|cb Flag 1 - set mirror flag on.|n _
|cgt.f11|cb Flag 1 - set mirror flag off.|n _
|cgt.f2|cb Flag 2 - set darkness flag on.|n _
|cgt.f22|cb Flag 2 - set darkness flag off.|n _
|cgt.in|cb Indent test.|n _
|cgt.in2|cb Indent test 2.|n_
room descriptions don't (yet?) take darkness into account.|n|n_
Commands known about:|n _
break; smash; crush; stomp; stamp; climb; _
drink; sip; quaff; swig; eat; nibble; munch; _
scoff; consume; hit; jump; leap; kick; kill; _
murder; kiss; smooch; punch; pinch; sit; throw; _
turn; step>
command <wait> _
msg <You step back and watch time roll by..>
command <xyzzy> _
msg <"|cgAZEEZEE|cb..." You cry out..|n_
"..cseezzy.. exy-zee? .. exize?"|n_
You ponder how it should be pronounced and forget why you said it in the first place..>
command <#t.command# #@object# with #@something#;_
#t.command# #@object# using #@something#;_
#t.command# #@object# on with #@something#;_
#t.command# #@object# on #@something#;_
#t.command# #@object# at #@something#;_
#t.command# #@object# into #@something#;_
#t.command# #@object# in #@something#;_
#t.command# on #@object# with #@something#;_
#t.command# on #@object#;_
#t.command# onto #@object#;_
#t.command# over #@object#;_
#t.command# up #@object#;_
#t.command# off #@object# with #@something#;_
#t.command# off #@object#;_
#t.command# #@object# on;_
#t.command# #@object# off with #@something#;_
#t.command# #@object# off;_
#t.command# #@object#> _
select case <#t.command#> {
case <break; smash; crush; stomp; stamp; climb; _
drink; sip; quaff; swig; eat; nibble; munch; _
scoff; consume; hit; jump; leap; kick; kill; _
murder; kiss; smooch; punch; pinch; sit; throw; _
turn; step> {
if action < #object#; #t.command# > then _
doaction <#object#; #t.command#> _
elseif property < #object#; #t.command# > then _
msg <$objectproperty(#object#;#t.command#)$> _
else _
select case <#t.command#> {
case <break; smash; crush; stomp; stamp> _
msg <You figure that breaking the #(quest.lastobject):alias# isn't the right thing to do.>
case <climb> _
msg <You can't climb the #(quest.lastobject):alias#>
case <drink; sip; quaff; swig> _
msg <You can't drink that.>
case <eat; nibble; munch; scoff; consume> _
msg <You don't want to eat that.>
case <hit; attack; hurt> {
msg <You decide hitting |xn>
if ( #(quest.lastobject):gender# = ! ) then _
msg <it |xn> _
else _
msg <#(quest.lastobject):gender# |xn>
msg <would be a bad choice.>
}
case <jump; leap> _
msg <You can't jump that!>
case <kick> _
msg <You don't have the courage to kick the #(quest.lastobject):alias#..>
case <kill; murder> _
if ( #(object):gender# = him ) or ( #(object):gender# = her ) then _
msg <You decide that killing #(object):gender# is the wrong thing to do..> _
else _
msg <Can you actually kill #(object):prefix# #(object):alias#!?>
case <kiss; smooch> _
msg <You stare, your eyes misted over as you play the kiss over in your mind..>
case <punch> _
msg <You imagine your fist flying through the air, and then reality snaps back into place..>
case <pinch> _
msg <You sqeeze your fingers together, but decide you look silly and immediately stop.>
case <sit> {
msg <You'd rather not sit on |xn>
if ( #(quest.lastobject):gender# = ! ) then _
msg <it.> _
else _
msg <#(quest.lastobject):gender#.>
}
case <step> _
msg <Your feet are more comfortable where they are.>
case <throw> _
msg <You position yourself carefully, but then decide you'd rather not..>
case <turn> {
msg <You try to find a way to turn the #(quest.lastobject):alias#|xn>
if ( $instr(#quest.command#;_on)$ > 0 ) then _
msg < on|xn> _
elseif ( $instr(#quest.command#;_off)$ > 0 ) then _
msg < off|xn>
msg <, but can't quite figure out how you could.>
}
}
}
case else _
exec <#quest.command#; normal>
}
command <#t.command# ;#t.command#> select case <#t.command#> {
case <break; smash; crush; stomp; stamp; climb; _
drink; sip; quaff; swig; eat; nibble; munch; _
scoff; consume; hit; jump; leap; kick; kill; _
murder; kiss; smooch; punch; pinch; sit; throw; _
turn; step> _
msg <#t.command# what?>
case else _
exec <#quest.command#; normal>
}
!end
define synonyms
yourself; myself; me; you = self
n = north
n, = north,
s = south
s, = south,
e = east
e, = east,
w = west
w, = west,
ne = northeast
ne, = notheast,
nw = northwest
nw, = northwest,
se = southeast
se, = southeast,
sw = southwest
sw, = southwest,
l = look
l, = look,
i; inv = inventory
i,; inv, = inventory,
end define
define type <surface>
container
surface
add
remove
action <list> {
msg <On the #@object# you see |xn>
set string <t.cont.list; >
set numeric <t.cont.count; 0>
for each object in <#quest.currentroom#> {
if ( #(quest.thing):parent# = #object# ) and _
not property <#quest.thing#; invisible> then {
set string <t.cont.list; #t.cont.list# #(quest.thing):prefix# |b#(quest.thing):alias#|xb,>
set string <t.cont.last; #(quest.thing):prefix# |b#(quest.thing):alias#|xb>
inc <t.cont.count>
}
}
if ( %t.cont.count% > 1 ) then {
set numeric <t.cont.pos; $instr(#t.cont.list#;, #t.cont.last#)$ - 1>
set string <t.cont.list; $left(#t.cont.list#;%t.cont.pos%)$ and #t.cont.last#.>
}
else {
set numeric <t.cont.pos; $lengthof(#t.cont.list#)$ - 1>
set string <t.cont.list; $left(#t.cont.list#;%t.cont.pos%)$.>
}
msg <#t.cont.list#>
}
end define
define type <object>
gender=it
prefix=a
take
end define
define type <bottle>
type <object>
action <hit> doaction <$thisobject$; break>
action <smash> doaction <$thisobject$; break>
action <break> {
set string <thisobject; $thisobject$>
if property < #thisobject#; broken > or ( #something# = #object# ) then _
msg <You can't break it twice!> _
elseif property < #something#; soft > then _
msg <That wouldn't break the #@thisobject#!> _
else {
if ( #something# = #thisobject# ) then _
msg <The #@thisobject# also smashes..> _
elseif ( #something# = ) then _
msg <You smash the #@thisobject# on the ground and break the bottom off.. It is now sharp where it is broken.> _
else {
msg <You smash the #@object# using the #@something#, and see the it break.>
debug <#something#>
}
property <$thisobject$; alias=Broken #(thisobject):alias#; look=It used to be:|n |i#(thisobject):look#|xi|nIt is now broken, and has sharp edges.;broken>
if property < #something#; fragile > and _
not ( $thisobject$ = #something# ) and _
not property < #something#; broken > then _
doaction < #something#; break >
}
set string <something; >
}
properties <fragile>
end define
define room <inventory>
define object <self>
look {
select case <$look_desc$> {
case <0> _
msg <You look down at your body, and see that you haven't changed too much since you last looked. You look well built and you feel comfortable in the jeans and t-shirt you're wearing.>
case <1> _
msg <You pull some funny faces and wink in the mirror, pulling a quick smirk from your bag of facial expressions. After some serious thought, you adjust a few strands of hair, and smile..|nYou feel quite comfortable with your looks.>
case <2> _
msg <You stare in the darkness down at yourself.>
case <3> _
msg <You stare in the darkness at #@something#.. You can't even see it, let alone yourself!>
}
}
properties <invisible>
end define
end define
define function <look_desc>
set numeric <t.look.return; 0>
if flag <mirror_in_use> then inc <t.look.return>
if flag <darkness> then inc <t.look.return; 2>
return <%t.look.return%>
end define
define function <badcommand>
if not ( $instr(#quest.lastcommand#;_it)$ = 0 ) and _
flag <t.badit> then _
exec <#t.badit.first# #quest.command#> _
else _
msg <You try, but realise you don't know how!>
flag off <t.badit>
end define
define function <badit>
set numeric <t.badit.pos; $instr(#quest.originalcommand#;_it)$ >
set string <t.badit.first; $left(#quest.originalcommand#;%t.badit.pos%)$ >
flag on <t.badit>
return <#t.badit.first# what?>
end define
define function <posture_change>
' $posture_change(description_for_action; posture_to_change_to; message_to_print_to_screen)$
' Return = SUCC | SAME | FAIL
set string <t.pos.action; $parameter(1)$>
set string <t.pos.posture; $parameter(2)$>
set string <t.pos.message; $parameter(3)$>
set string <t.pos.return; $posture_test(#t.pos.posture#)$>
select case <#t.pos.return#> {
case <FAIL> _
msg <You can't #t.pos.action# while you're #game:posture#.>
case <SAME> _
msg <You are already #game:posture#.>
case <SUCC> {
msg <#t.pos.message#>
property <game; old_posture=#game:posture#; posture=#t.pos.posture#>
}
}
return <#t.pos.return#>
' select case <#game:posture#> {
' case <stuck;trapped;caught> _
' msg <You can't #t.pos.action# while you're #game:posture#.>
' case <#t.pos.posture#> _
' msg <You are already #game:posture#>
' case <crying> _
' if ( #t.pos.posture# = #game:old_posture# ) then _
' set string <t.pos.return; SUCC> _
' else _
' msg <You're crying too hard to do that..>
' case else _
' set string <t.pos.return; SUCC>
' }
' if ( #t.pos.return# = SUCC ) then {
' msg <#t.pos.message#>
' property <game; old_posture=#game:posture#; posture=#t.pos.posture#>
' }
return <#t.pos.return#>
end define
define function <posture_test>
' $posture_test(posture_to_change_to)$
' Return = SUCC | SAME | FAIL
set string <t.postst.return; FAIL>
set string <t.postst.same; $parameter(1)$>
select case <#game:posture#> {
case <stuck;trapped;caught> _
msg <|xn>
case <#t.postst.same#> _
set string <t.postst.return; SAME>
case <crying> _
if ( $parameter(1)$ = #game:old_posture# ) then _
set string <t.postst.return; SUCC>
case else _
set string <t.postst.return; SUCC>
}
return <#t.postst.return#>
end define
' Preview to see how the system can deal with
' stuff nicely.
' Including nice default error messages, good responses, descriptions, and general level of interactivity.
' containers, surfaces, items, exits and rooms too.
' Created by Tr0n²
!include <common.qlb>
define game <Preview>
asl-version <400>
gametype singleplayer
start <start>
game version <0.15>
game author <Tr0n²>
game info <A simple IF game, previewing the interactive level.>
properties <posture=standing>
startscript {
set string <one; yes>
set string <two; yes>
set string <three; no>
}
command <t.f1> flag on <mirror_in_use>
command <t.f11> flag off <mirror_in_use>
command <t.f2> flag on <darkness>
command <t.f22> flag off <darkness>
command <t.in> debug <$indent(lets see here!|nthis should|ncome out|nas lines; 3)$>
command <t.in2> debug <$indent(this should.|ncome out even.|further out!; 20)$ >
command <t.last> msg <#quest.lastcommand#>
end define
define room <start>
alias <Wooded Glade>
prefix <a>
look <You are all alone, tree's surround you, the grass is soft under your shoes and the morning light is dripping into the hole above you.>
comand <yell;shout;cry out> {
exec <yell; normal>
msg <The surrounding bushes seem to shuffle and look at you suspiciously.>
}
define object <treestump>
alias <Treestump>
alt <stump;treest>
prefix <a>
look <The Oak Treestump looks like it is old, and many carvings are on the top.>
type <surface>
list empty exec <look at carvings>
properties <kick=You kick the Treestump in frustration, and then limp around for a few seconds.>
end define
define object <carvings>
alt <wooden carvings;enscriptions;markings>
prefix <the>
alias <Carvings>
look <Some of the carvings are so old you can't make out if they were faces or rude pictures - possibly both.. Others are more recent.|nYou see |b"I will love you always.."|xb >
parent <treestump>
properties <invisible>
end define
define object <trees>
alt <tree;woods;branches;leaves;glade>
prefix <the>
alias <trees>
look <You look at the trees surrounding you, they all appear to be more or less the same.|nThere are breaks in the circle to the north, east and south.>
action <climb> msg <wee>
properties <invisible>
end define
define object <gbottle>
alt <bottle;green b;g bottle;btl>
alias <Green Bottle>
look <An empty green bottle.>
type <bottle>
properties <gender=him>
end define
define object <rbottle>
alt <bottle;red b;rbottle;btl>
alias <Red Bottle>
look <An empty red bottle.>
type <bottle>
end define
define object <boot>
alt <boot;shoe;heel>
alias <Leather Boot>
look <A leather boot, slightly scuffed and worn - but smells of dandylions!>
type <object>
end define
define object <feather>
properties <soft>
end define
north <room3>
east <room4>
south <room2>
end define
define room <room2>
alias <Small Beaten Path>
prefix <a>
look <This small beaten path seems to wind Southwards through the trees..>
define object <beatenpath>
alias <Path>
alt <beaten path;small path;small beaten path;ground;floor;dirt;_
bracken;twigs;sticks>
prefix <the>
look <You look at the small beaten pathway between the trees. Twigs lay like green or brown worms over the lighter dirt path.>
properties <invisible>
end define
north <start>
end define
define room <room3>
alias <Dusty Road>
prefix <a>
look <The dusty road appears to drift off Northwards, deviding the fields that lay ahead into two as if some god had half heartedly started to saw through the land and just given up after marking it.>
define object <dustyroad>
alias <Road>
alt <dusty road;road;ground;floor;dirt>
prefix <the>
look <The road is quite wide, and shows some grass in patches, like mini-islands in a sea of sand. Greenery grows either side, giving the fields beyond them boundaries, presumably to stop the road from consuming the rest.>
properties <invisible>
end define
south <start>
end define
define room <room4>
alias <Cobbled Road>
prefix <a>
look <The cobbles here are small and black bubbles on the floor. It heads off Eastwards towards a small town.>
define object <cobbles>
alt <cobbles;cobble;ground;road;floor>
alias <Cobbles>
prefix <the>
look <The cobbles under your feet look at if they were a black substance poured over a collection of large marbles.. They have the effect that any coach with circular wheels travelling along it either quickly evolves webbed wheels - or develops
properties <invisible>
end define
west <start>
end define
> KICK IT
> STUMP