Showing posts with label parsing. Show all posts
Showing posts with label parsing. Show all posts

Saturday, November 15, 2014

Roodylib developments

So, since the last official release of Roodylib, I've somehow managed to get sucked into a ton of tweaking-the-parser type stuff, things that I didn't really even see myself taking a look at just a couple months ago.  Most audaciously, I have moved some of the parsing gruntwork out of the Parse routine and into routines like FindObject and Perform (routines called after the parsing cycle is done).  There has been a lot of attention to the parsing of orders to NPCs.  I've also taken a stab at changing how the pronoun system works.  No longer will authors have to set the object global to "-1" just to make sure AssignPronoun (*) actually works like we want.

some parser responses under the new code
Now, for much of that, the responses are just what you'd expect out of a game, but, of course, that's mainly the point.

Overall, I like where this all is heading, but really, I've tweaked so many things that I could have introduced a ton of small bugs so I've been trying to get more testing of this new code than I usually ask for before an official release.  To do so, I have compiled several games with code available with the latest Roodylib code.  If interested, you can play them here (last updated November 14th with the new pronoun code):
https://drive.google.com/file/d/0B_4ZXs4Z_yoWalJZRGJIVElBbmc/view?usp=sharing

And feel free to take a peek if you are curious about new code.  Like I said earlier, most of the important stuff is in Parse, FindObject, ParseError, or Perform (and SpeakTo).

* My updated AssignPronoun uses a second argument in cases where the author wants to force the pronoun setting.