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  1. (World Model) Dynamic object creation

    Dynamic object creation has been frequently requested, but we
    have resisted because it would have to be a Glulx-only feature. Jesse McGrew's
    Dynamic Objects extension offers some of these features, but would be
    stronger if there were some kind of internal table or routine to look up the
    data types of properties, global variables, and rulebook variables at runtime.

    65 votes
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      We’ve considered this further, and though we understand that it’s a very widely-desired feature, it doesn’t appear feasible at the moment. Implementation has daunting implications for size and performance.

    • Make the World Index Map more functional with movable rooms and code generation

      I find the World Index Map quite useful, but would like to have more functionality:

      1. Ability to click and drag rooms for positioning rather than typing code to accomplish map layout.

      2. Ability to resize rooms and use different shapes for aesthetics.

      3. Ability to generate code from room connections similar to the Ruby script program IFMapper:

      http://rubyforge.org/projects/ifmapper/

      This would also be useful for generating regions by simply selecting which rooms should be included.

      The IDE for Inform 7 would be even better with a World Index Map that is easy to manipulate. Experienced programmers may find it less…

      37 votes
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        declined  ·  6 comments  ·  Admin →
      • (Syntax) Allow possessive pronouns

        In the case of specific objects or simple variables, allow for the use of possessive pronouns to reference properties, so "the location's description" would be a natural language synonym for "the description of the location."

        28 votes
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        • (Parsing) Does the player mean should have an "unobvious" choice

          In addition to "it is completely impossible", it should be possible to say that something is a reasonable option but that the parser should never guess it on its own (so that the parser doesn't solve puzzles for us).

          15 votes
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            1 comment  ·  Admin →
          • Skein autobranching for debug purposes

            Seeing as the interpreter can check if an action gets to execute, it'd be nice to have some way to generate every valid non-motion execution in a certain room. Meaning, the skein would try every verb on every reachable visible noun, then cull the threads that fail, leaving the non-failure states as possibly interesting to the writer.

            15 votes
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              declined  ·  4 comments  ·  Admin →
            • (IDE) Author's Notepad

              I'd like to see an author's notepad integrated into it's own pane within the interface. The text within would not be compiled. It would be for jotting general notes down for bugs, etc, without commenting the code, but could be packaged for release (readme.txt or some such).

              15 votes
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              • (IDE) Replace fixed two-pane layout with more general, resizable panels.

                I find the fixed layout a bit restrictive. Sometimes I want a single pane, sometimes I want one big pane and a bunch of small ones, etc etc. There are fairly standard and sensible ways of doing this in general IDEs like Eclipse.

                12 votes
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                • allow the use of spaces instead of tabs

                  Especially when collaborating, the reliance on tabs instead of tabs-or-spaces can cause non-obvious problems and is frustrating.

                  11 votes
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                    declined  ·  5 comments  ·  Admin →
                  • Add acts

                    An act is basically a separate game acting as a coroutine. An act can yield to another act, but at all times only one act is active. Rules defined before the first act hold for all the acts, but rules defined within an act only hold within that act.

                    The traditional use would be sequential acts, as in a play: act one - childhood, act two, adulthood, act 3 - old age, or act 1 - in the palace, act 2 - on the battlefield, act 3 - at the graveyard. But of course interactivity allows much more.

                    Flashbacks would…

                    11 votes
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                      We believe this is better implemented with multiple interpreter cores running on a website and exchanging data via external files or Vorple-like signalling.

                    • (IDE) Support WYSIWYG bold and italic literal text in source files.

                      Given that the whole IDE experience is pretty much a word processor, it would be nice to be able to use WYSIWYG markup in literal text in the source file. This would then turn into the relevant markup in the resulting story file.

                      This would make the use of this sort of markup much smoother, as it would avoid a lot of the clunky inline control code stuff that we currently have to write.

                      10 votes
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                        On the whole, we have to agree that this isn’t workable — it would conflict with syntax coloring, it would impose additional burdens on IDE creators, and it wouldn’t make sense with the kinds of procedural markup that authors sometimes need to do.

                      • (Syntax) Flag "the <kind>" as an error

                        New authors frequently seem to write things like "instead of going to a room when the room is not visited", intending "the room" to mean some particular room, but I7 treats it the same as "a room" and produces unexpected behavior. The syntax should just be rejected at compile time, since it never means what anyone expects it to mean.

                        9 votes
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                        • (IDE/Compiler) Continuous compilation

                          Rather than writing some code, hitting "compile", then tracking down the errors, it would be nice to have the option of running the compiler automatically in the background so you can see errors immediately (or almost immediately) as you type.

                          8 votes
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                          • Implement an interface similar to Unreal Engine's Blueprints

                            The more I see of UE's Blueprints, the more I think Inform 7 could benefit from a similar visual interface with the code. This could also be especially useful for accommodating individuals who are averse to visualizing function through code, even one expressed through natural language.

                            https://www.unrealengine.com/blog/blueprint-basics

                            The debug feature is also intriguing, as complex systems can be observed firing away as a game is being run. I imagine this could come in handy when there are scenes with multiple autonomous actors and systems in play at a given time.

                            https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Debugging/index.html

                            6 votes
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                              1 comment  ·  Admin →
                            • Allow conditions in table entries

                              Allow conditions either directly:

                              Table of Conditions
                              column-name
                              condition
                              the player is carrying a book

                              or truth states evaluated at runtime:

                              Table of Conditions
                              column-name
                              truth state
                              whether or not the player is carrying a book

                              4 votes
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                                1 comment  ·  Admin →

                                This is not allowed. Firstly because table entries are constant data, that is, data whose value can be determined before the start of play, like numbers, texts, and so on. Truth state columns are legal, but the only legal entries in them are “true” and “false”. What you have here would be a column whose kind would implicitly have to be “phrase nothing → truth state”, and that would not only be tricky to compile, it would be very misleading. People might try to set an entry to “true” during play and – if this even compiled, because it has the wrong kind, properly speaking – people would think this made the condition come true; whereas in fact it would destroy the original condition test. (Compare, for example, the C language, where arrays can’t be legally initialised with variable names among the values.)

                              • Create a system of flagging or tagging lines of code for finding them quickly and easily.

                                Just as an example of when this would be useful:

                                When I create a new project, I typically set about creating all the rooms and objects in my story. Once I have the world fleshed out, I then go back through and add descriptions to everything. This means I have to go back through my source and find every Thing and make sure it has a description, and occasionally I miss one or two, leaving them undescribed when I send the game out for testing.

                                One idea I had would be to create a page or sub-page in the Index…

                                4 votes
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                                  I’m closing this out because it’s effectively duplicate with “(IDE) Add bookmarks in the source text”, I believe. There is interest in this but it will depend on IDE authors’ time.

                                • [Publishing] Add 'release with ...' info to 'Settings' tab

                                  Since it doesn't have to do with the game itself, I conceptually lump decisions like 'do I release this game with a web site? With source code?' with the game settings, not the game source.

                                  4 votes
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                                    Overall, we want to keep the settings tab as uncluttered as possible; and in any case there’s a lot of information, like the names of files to add, etc., that the release lines specify dynamically, so this wouldn’t just be a matter of moving a checklist into the settings tab.

                                  • More thoroughly highlight the way Inform understands "the" in the documentation.

                                    Sometimes it seems as though the single most common cause of bugs is the way Inform understands "the" as "a." New authors write something like "Instead of examining a computer: If the computer is switched on..." and are confused because that actually checks whether any computer is switched on.

                                    Since this error is so common, perhaps the behavior should be highlighted more in the documentation? I'm pretty sure that it's addressed somewhere, but it seems like perhaps it should be brought up many places and highlighted more prominently as a warning. For instance, one case in which this happens is…

                                    4 votes
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                                    • Allow music to be played if not possible.

                                      I'd like to have background music.. :)

                                      4 votes
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                                        It is possible for Glulx games to play music, assuming they’re running in the correct interpreters, which is what I think this request refers to. If it does not, we’d need a more specific request to work with.

                                      • port to App store for iPad

                                        Recognizing this would take a lot of work, but I like playing IF on Frotz on iPhone, so why not writing?

                                        4 votes
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                                          This isn’t something the core team has time/inclination to pursue. That said, if there are people who have the expertise and time who wish to volunteer to port Inform to other platforms, we’d be happy to hear from them. (It’s not clear to us how well this would work on the iPad specifically, but we don’t want to close the door in general.)

                                        • (World model) Remove the "device" kind

                                          Make "switchable" an attribute, and allow people to apply it to other things, such as boxes, supporters, etc. This would save the bother of creating compound oven objects that model both an interior and a switch.

                                          4 votes
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                                            This may have been a concern when this request was originally submitted, but it shouldn’t be a problem now, given the translation of action content into I7 native code. It is possible to add switchability to items other than devices by writing e.g.:

                                            The Kitchen is a room. The microwave is in the Kitchen.

                                            The microwave is a container. The microwave can be switched on or switched off. The microwave is switched off.

                                            For the sake of existing code, we’re leaving the device kind well enough alone, but this does not restrict the switching action to devices.

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