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Created July 2, 2012 17:35
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Bugs that people have found in the adventure game
<[Coke]> > remove masakian disk
<[Coke]> Cannot remove the masakian disk because it has been removed
<masak> oh!
<masak> looks like a bug. [Coke]++
<[Coke]> does the game let me know I've won?
<masak> oh!
<masak> [Coke]: no, the CLI does not let you know you've won... but now that you've pointed it out, it's bloody obvious it should! :D
<masak> [Coke]++
<[Coke]> masak one last bug for you. ;)
<[Coke]> you can't seem to unlock with "add", but only with "move"
<[Coke]> so my trick of pocketing the small one while I finish the small puzzle doesn't work. ;)
<[Coke]> er, the *tiny* one, the *smaller* puzzle
<masak> yeah; feature, not bug. :)
<masak> the physical explanation is that the floor needs all the disks in place to tip over ;)
<[Coke]> masak: but when I add the tiny back to the tower on the right, I don't win
<masak> oh!
<masak> yes, *that's* a bug.
<[Coke]> I have to add it back, then use the "move" command to win.
<masak> [Coke]++
<[Coke]> \o/ . o O (SCORE!)
<masak> people, [Coke] is now two bugs ahead!
<masak> where's the rest of you? :P
<[Coke]> hee!
Date: Wed, 25 Jul 2012 10:54:09 -0600
Message-ID: <CA+0_sj5kWQYV35jGosyWjbCUKMCXrtOj=6r34qT6bhnH7VRWkw@mail.gmail.com>
Subject: crypt test cases with water
From: Bruce Armstrong <...>
To: cmasak@gmail.com
Carl,
I've been following your crypt game with interest. It has been thought provoking.
Today's post brought out the tester in me and I have a few sad path tests that
unfortunately complicate things.
Water is not a normal object, but it is treated as such, so currently...
You can take water without a helmet.
Once taken, the water is gone
You can put the water in the car and pick it back up again
It has been fun to read these posts. I thank you for writing this all up and look
forward to seeing how you handle these and other conditions that come up.
<lue> "> put helmet on me \n You cannot put things on the me."
<masak> :)
<masak> lue: I'll note that as a clever mis-use of the game. (which should clearly
be implemented.)
29 July 16:03 PDT (discovered by lue++)
-----------------
> put water in fire
You put the water in the fire.
The fire wanes and dies out.
> nw
You try to walk past the fire, but it's too hot!
> northwest
You try to walk past the fire, but it's too hot!
> x fire
You see no fire here.
Date: Mon, 30 Jul 2012 23:58:04 +0200
From: Kevin and Nicki Colyer [...]
To: cmasak@gmail.com
Subject: a few bugs...
Dear Carl,
Was play testing your adventure today. Noticed a number of bugs/odd things. See attached
transcript! (could do with a transcript command for play testing... and maybe some
debugging commands such as purloin or testme - see Inform 7)
I did not play for long but unearthed a few things. Hope these help refine the game.
Had you thought of providing a transcript of the completed game and setting a challenge
of implementing the game in a different way in perl6? Would be interesting. I have been
reading your blog series as I enjoy programming adventure games (from my teenage years
in Basic) through to Inform 6 and now Inform 7. Inform 7 is quite a remarkable language.
I particularly like the rule base method of defining the world. I think it is probably
the best fit. I don't quite follow your exception based implementation. I think I need
to go back and read the first articles. However the way you can save and restore and
test the game state is very nice. I find it a challenge to follow the flow of code. Had
you considered looking into that style of programming using Perl6. There is little in
that paradigm I understand except prolog.
Anyway,
Thanks for writing and blogging. Hope it has generated more interest.
Cheers,
Kevin
PS Perl6 takes ages to start up with Crypt - about one or two minutes on my machine with
latest rakudo. Is that typical? I thought the game had crashed...
CRYPT
=====
You've heard there's supposed to be an ancient hidden crypt in these
woods. One containing a priceless treasure. Well, there's only one way
to find out...
Clearing
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> x clouds
You see no clouds here.
> x sky
You see no sky here.
> x car
Small, kind of old, and beginning to rust. But it still gets you places.
> open it
You see no it here. [would be nice to have this feature - should not be hard!]
> open car
You open the car.
Opening the car reveals a flashlight and a rope.
> get all
You see no all here.
> get rope
gYou take the rope.
> get light
Sorry, I did not understand that.
> get flashlight
You take the flashlight.
> look
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> e
Hill
A flat, broad hill interrupts the dense-ish forest here. Only grass and
small bushes grow on the hill.
A small brook runs through the forest.
You can go west.
> x brook
Any() [thisbrookwilldo()]
> x brook
Any()
> w
Clearing
> look
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> x tree
You see no tree here.
> x trees
You see no trees here. [most confusing!]
> climb
Sorry, I did not understand that. [really ought to be there!]
> enter car
Sorry, I did not understand that.
> go car
Cannot walk that way because direction 'car' does not exist.
> in
Cannot walk that way because direction 'in' does not exist.
> inside
Sorry, I did not understand that.
> open door
You see no door here.
> look
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> x car
Small, kind of old, and beginning to rust. But it still gets you places.
> get in car
Sorry, I did not understand that.
> go into car
Sorry, I did not understand that.
> help
Here are some (made-up) examples of commands you can use:
look | take banana
examine banana | drop banana
[walk] north/south/east/west | put banana in bag
(or just n/s/e/w) | place banana on throne
open bag | close bag
inventory
> i
You are carrying:
A flashlight.
A rope.
> x light
You see no light here.
> x flashlight
The flashlight, a trusty Flexmann 520, has been serving you for countless
adventures.
> x rope
The rope is 5 meters and 31 centimeters long. It's twined together from
sturdy fiber of some kind.
> look
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> open door
You see no door here.
> open car
The car is open. [somewhat illogical!]
> in
Cannot walk that way because direction 'in' does not exist.
> d
Cannot walk d because there is no exit there.
> inside
Sorry, I did not understand that.
> sit
Sorry, I did not understand that. [somewhat frustrating!]
> save
Game saved.
> restore
Clearing
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> i
You are carrying:
A flashlight.
A rope.
> s
Cannot walk s because there is no exit there.
> n
Cannot walk n because there is no exit there.
> e
Hill
A flat, broad hill interrupts the dense-ish forest here. Only grass and
small bushes grow on the hill.
A small brook runs through the forest.
You can go west.
> x brook
Any()
> get water
You take the water.
> i
You are carrying:
A flashlight.
A rope. [water not in inventory and presumably carried in my hands?]
> drink
Sorry, I did not understand that.
> w
Clearing
The forest road stops here, and the gaps between the trees widen into a
patch of un-forest. The sky above is clear apart from a few harmless clouds.
Your car is parked here.
You can go east.
> drop water
You drop the water on the ground.
> i
You are carrying:
A flashlight.
A rope.
> e
Hill
> get water
You see no water here. [ought to be!]
> e
Cannot walk e because there is no exit there.
> look
A flat, broad hill interrupts the dense-ish forest here. Only grass and
small bushes grow on the hill.
A small brook runs through the forest.
You can go west.
> get water
You see no water here.
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