Wedding History file - release 2 (v2.19) Included for interest, and as concrete proof that the author does indeed talk to himself. Version 1.00 (approx 19/7/96) - using out-of-date compiler & library from a 1994 Acorn User disk. The first properly working version, and one of two versions submitted for the AU interactive fiction competition. Everything works okay on !Zip, but !Zip2000 crashes if you try to speak to anyone, which makes it rather tricky to complete the game. Version 1.10 (approximately 20/7/96) - using a more up-to-date compiling package from a 1995 AU disk. Also, quotes and a title page added. New problems arise - !Zip2000 crashed if the player attempted to use my own home-grown LOOK UP command so I had to disable it, and because PRESS TWO (or any number in word form) ON CONTROLLER crashed both interpreters, I had to catch this with a 'multi' keyword in the grammar section, which tells the player to use number form for buttons, but it looks rather strange. Version 1.20 (31/7/96) - using compiler and library from AU's CD ROM 1996. Works with !Zip and !Zip2000, Deborah's movement code improved, all look up commands work, 'press two on controller' works, when books are removed from library they can't be collected again, ... and the large help menu from the previous two versions has been 'suspended' because of an error somewhere in the compiler which gives an obscure error message if the game text exceeds a little over 70,000 bytes. Version 1.21 (1/8/96) - I spoke too soon! !Zip2000 didn't appreciate the extra code I gave to Deborah and crashed whenever I asked her to nip up into the attic (!Zip was perfectly happy with this). Eventually I traced the problem to the n_to definition at Landing. !Zip2000 didn't like the routine I gave for this, so I changed it to a simple value and moved the code to a new home. !Zip2000 seems to be happy now. What a temperamental little chappie it is. Version 1.22 (4/8/96) - the security guard's movement code has been rewritten to make it less cumbersome and easier to be ripped out and put in another game. The 'guard moving about' message is now shown in all locations where you are likely to walk into the guard or the guard walk into you. !Zip likes it. I haven't tried !Zip2000 yet. Saturday 7 September 1996 - just learnt that this game has come second in the AU interactive fiction competition. Shucks folks I'm speechless! Version 1.23 (9/9/96) - previous tweaking of the code has made it impossible for the player to examine the two specific windows and the alarm. This version rectifies the problem. When you examine Debs outside her bedroom, the text is more appropriate now. A few minor errors in the game text have been sorted out as well. Version 1.24 (11/9/96) - more little errors sorted out in the text. You can now show Deborah the letter as well as give it to her. Also, you don't have to search curtains to find the controller - it is mentioned as soon as the curtains are opened. Version P1.3 (17/9/96) - as 1.24, with help menu put back in. Didn't work - sent to GN to help with debugging. Recompiled by GN with amended copy of Inform - this version most probably the one AU will publish. (ie RELEASE ONE) Version 1.25 (18/9/96) - a few small things sorted out, such as Malcolm's replies to questions, something he didn't previously do. Version 1.31 (20/9/96) - helpmenu reinstalled and ammended slightly (due to new version of Inform received thru post - thanks GN). Small mistake rectified. Previously, you could change tv channels with the controller even if tv was off. Version 1.32 (22/9/96) - added an explanation as to where all those windows and people seen from outside (by the patio) actually are in the house. Both !Zip & !Zip2000 are okay about it, but !Zip2000 seems to have a problem with UNDOing after the game has been won - whatever the player types, it crashes. !Zip - wait for it - has absolutely no probs. Minor niggle - tree is no longer "small" and "great" at same time. Sheryl now replies to queries about Deborah (provoking a new quote), and Scamp the dog has been introduced. No serious use as yet, but may provide help or hinderance (especially with the pizza box...) Version 1.325 (25/9/96) - removed small mistake in William's LIFE code, and improved Scamp's code so that he now reacts to the people in the room he enters. (To an extent.) He can be moved around, and generally has more life in him. He also gives a few clues to puzzles. Some of the more silly and unhelpful replies to commands have been amended or removed, and the grammar section has been improved slightly. 'GETTOEND' is now incorporated as part of the cheat mode. Version 1.33 (28/9/96) - improved GETTOEND so that now all puzzles are solved - objects given general and anothersolved attributes, doors opened etc. Numerous small improvements made to bathroom door, 'kick' verb included, guard now reacts to 'sister' and 'chef', malcolm reacts to the letter he wrote, pizza description altered slightly, a couple of other descriptions amended a little, and more dictionary definitions added. Version P1.4 (29/9/96) - New end game under construction. When you get a confession from Sheryl, the guard sneaks up from behind and knocks you out. You wake up in a dungeon, with a candle for light and nothing more. GETTOEND altered slightly so that this new twist can be tested accurately. Plan: player must find some way out. Perhaps it comes out upriver from the 'by river' location - you have to swim back there. Must dodge Sheryl and the guard, get to Deborah, and secure a way out of the house. Perhaps involve Scamp or Chloe? Version 2.0 (6/10/96) - End-game constructed, more or less, and runs okay on both !Zip and !Zip2000. Dodging Sheryl and the guard hasn't been implemented yet, but one step at a time. The game can now be completed, unlike P1.4. A number of bugs associated with the new code have been found and removed, particularly the strange problem of not being able to hold more than one object after using the stool to get out of the dungeon. (I'd forgotten to switch off the stool's daemon when it is put under the part of the ceiling.) Other errors were obvious little typing mistakes. The command 'move stool under part' won't work yet - that must be one of the next things I look at. The water detector works logically in all suitable places. Solution files have been amended to take into account the changes in the game. Version 2.1 (11/10/96) - for simplicity's sake (and because the dungeon bit is the proper end game), Sheryl and the guard don't patrol, but they talk evil things outside the front entrance, and if the player goes there again, he will lose. The painting has also been changed from a boring picture of flowers to something which may provide a clue for the end puzzle - eg, must have water detector with you when you confront Sheryl. Version 2.11 (12/10/96) - the scoring system has been amended so that points are given for almost every puzzle solved. Previously the scoring was a little too much weighted at the first half of the game. The ranks have been changed to something a little more sensible and logical. Version 2.12 (17/10/96) - minor additions and changes. Hint added to the 'evil pair's conversation, painting altered slightly, Mrs D'Arcy's description changes when you figure out that she is the baddy (with a clue referring to the painting), and help menu and end message altered slightly. Note: endgame text (or towards end of game) must mention something about fates of Sheryl & guard. Grammar improved, and end game bit tweaked slightly. Version 2.13 (20/10/96) - the scoring system has been altered slightly to allow negative scoring - because I didn't like the idea of a player being able to fail with a maximum score. This proved harder than I thought - Inform behaved quite strangely at times. Also, a bug fix which allowed anyone to punch the part of the ceiling while standing on the stool even if the stool wasn't under the part itself. Chloe now has a choice of ten questions to ask the player (originally three), with the guide amended to match. Amusing bit at end has been expanded into a menu system and is now a bit more organised (as well as light hearted). Version 2.14 (27/10/96) - a few minor additions to the reactions of the characters, a thankyou credit for Volker Blasius in the help menu, and the extraction of a bit of a nasty bug in the code which kills off the player when the candle is blown out, even if there is an alternative source of light. This bug came about through changes to the way I was dealing with light, and the way the candle object worked out if there wasn't any light in the room. (It would look at player for light, but I changed it so that the rooms gave light rather than player, but didn't think to change the candle routine.) Minor changes on (31/10/96) - mainly small spelling mistakes, picked out by Impression Style. Improved water detector slightly, so that it now gives a sensible reaction to being in water. Not worth giving a new version number to it. Version 2.15 (6/11/96) - removal of bug which makes the game suddenly jump to title page when the player tries to enter the cupboard. This was down to the fact that the cupboard had a 'door' attribute, something I obviously put in a very long time ago and forgot about. Error pointed out by Ben Walton of Canada - my game's got to Canada, can you believe that? Minor changes to library on (7/11/96), altering a few of the standard responses. (9/11/96) - cured the irritating second river/candle error. The candle now goes out when it should do, and you can put things into the river. Perhaps I ought to have it so that when the player enters the river, he or she is swept down immediately. Perhaps objects could be moved that way as well. Version 2.16 (16/11/96) - help and secrets systems amended. Nothing much in itself, but combined with the previous changes, I felt a new version number was in order. Version 2.17 (17/11/96) - Plot-holes section added to secrets menu. Extra quotes put in, "darcy" replaced throughout with "d'arcy", and Malcolm's responses improved a little bit. Version 2.18 (18/11/96) - suggested improvements by Nicola Salmoria implemented - making it possible to enter 'Chloe, yes' and 'enter hole'. The dungeon section altered a little - an unopenable door has been added. The 'plot holes' section has been added to. end of release 2 development (unless any major bugs should arise) =========================================================================== Version 2.19 (23/11/96) - a few more touches added to the game, and other bugs remedied. Probably the final re-issuing of release 2. Hints system added to both V2.19 and P3.00. (24/11/96) - menu touched up, unnecessary bits (author's note, internet references) discarded. Amendments to 2.19 (26/11/96) - altering gravel drive to become more realistic. 2.19 (27/11/96) - arrghh! Noticed error with stones - they can be examined when still on the ground, and give an incorrect response. Fixed. 2.19 (19/1/97) - just about to upload these files when I find a bug report on my uni account. A very serious bug, too - the game crashes when the player picks up the stool and then tries to stand on it. Bug removed - I hope.