I am presenting 'Laura' for my week two submission. This is a far cry from my week one submission. About halfway through the week I decided that I had no real desire to continue my original sotry (it was far too large and other issues) and so I screpped it to do something very different. 'Laura' has very few of the elements that I want to have in it, but the basic is there (although there's still no way to "win," as I was running out of time, damnable rope mechanics take too much time!). 'Laura' seriously needs some prevention measures. There are a few things that can be done right now that I don't want Laura to be able to do (like taking things off the floor when she's not on the floor). So, I have a lot to do for next week. However, I feel I did quite a lot of (probably overly complicated) work on my new (more fully formed) story-game for this week. Notable code snippets: I have ropes. Well, clothesline, which can be cut in half and tied back together, and then can be untied to get the original parts that made up that segment of line. It's complicated and frustrated me at times, but it works well finally. As a result of two identicle ropes neeeding to be used with each other, I had to delve into parse_name quite heavily to implement an ordering. for clotheslines only, you can put in 'first' clothesline and 'second' clothelsine to distinguish them. You can also indicate what size of clothesline you mean. Really, this problem probably took the most time to figure out and do. I'd like to extend this to all objects, but I'm not really sure how yet (or if there's any need to). I've added an attribute for sharp things. This is toward my design concept that sometimes multiple objects can do the same job. The cutting of the clothesline actually doesn't care what you're cutting it with, as long as it's something sharp (and having certain local variables). I got to make a number of completely new actions and distinguished killing from attacking. Which reminds me. I've overridden the 'Quit' command for story flavor (probably a frustrating move, but we'll see). You'll have to find some other way to exit the game.