While I was in there I also fixed a potential bug (which I
had not experienced but the code allowed it) where a room could be overridden
in terms of the directional pointer, so a player might go north into a room,
and then when they go south they end up in a third room, rather than the first. That would open up great possibilities for
labyrinths, but that might cause headaches for both the player and myself. It's kind of a cruel joke that I want to
discourage, actually. I want the player
to feel lost in a maze, but not lost in the game, if that makes sense.
Sometimes you call a bug a feature, but when it's easily
fixable with a one-line do-while loop, there's no point. One always has to be careful about accidents,
and deciding whether they are happy or not.
It's kind of odd: setting up the world gen to allow for 365
rooms makes me feel like I can breathe.
Before, when I was just testing with two rooms, I kind of felt like I'd
never get anything done. Even though
fixing up and starting world-gen was only a few lines of code, I guess the
'physical' space allows me to starting thinking of the objects and room types
rather than feel cramped. Psychology!
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