But wait… I’d said already that the number of words it gets through before it stops recognizing synonyms wasn’t a power of two… and 128, of course, is a power of two. But that’s because I hadn’t taken into account the fact that the Wander interpreter predefines some default words, which takes up some of those 128 and leaves only eighty-eight or so of those 128 words to be defined in the game file.
Tentative title for the other game: “It Should Not Be”.
However, now that I knew what was going on with the synonyms, I ran into another problem… when I tried running the game, I found that most of the actions weren’t being recognized either. It wasn’t because the actions were coded incorrectly; even if I copied actions directly from an existing Wander game, they wouldn’t work in mind. This had me baffled for a little while, but I ended up figuring it out much faster than I had the synonym problem. This time the issue wasn’t in my coding; it was in the encoding. Specifically, it was in the control characters used at the ends of the lines. By default, the program I’m using to write my code, Notepad++, uses the standard Windows format, with each line ending in a carriage return and a line feed. The Wander interpreter, however, is rather picky and expects each line to end in just a line feed (the Unix convention), and gets thrown off by the carriage return. Fortunately, this was easily fixed; a simple menu selection got rid of all the carriage returns, and ensured that Notepad++ would use the Unix convention for that file thereafter.
So, anyway, I guess with that I’m pretty much past the initial stages of figuring out the system and developing my process and on to the fun part of actually creating the game. (Or games, now, I guess? I don’t necessarily make things easy for myself.) But, well, admittedly I’m not sure that’ll be the most fun part to actually read about, so I’ll try to break it up with some other posts. Like, coming up in the next day or two, I plan to make a post on past Kickstarters for game creation systems…