9.7. Painting and Labeling Devices

| Chapter 9: Props: Food, Clothing, Money, Toys, Books, Electronics |

| 9.7. Painting and Labeling Devices

Writing on something is only one way a player can change its visual appearance. IF authors have long been wary of paint brushes, because a sufficiently motivated player could go through a whole landscape like a graffiti artist with a railway bridge. We want to give the player the illusion of freedom of action, while avoiding a situation where unlimited numbers of different decorations might be needed - that would need a table of potentially unlimited size.

One approach is to limit the number of items which can be decorated. In Palette, only the canvas can be painted, and each image overlays the last. Early Childhood increases the range to allow a whole kind ("block") to be painted, and also shows how the changing colours can be used to distinguish between otherwise identical objects.

Brown finds a different way to limit the number of simultaneous decorations: almost anything can have a red sticky label attached, but there is only one red sticky label. (So to decorate a new item, the player must first un-decorate an old one.)

See Electricity and Magnetism for another form of stickiness

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| Example Palette An artist's workshop in which the canvas can be painted in any colour, and where painterly names for pigments ("cerulean") are accepted alongside everyday ones ("blue"). |
WI

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| Example Early Childhood A child's set of building blocks, which come in three different colours - red, green and blue - but which can be repainted during play. |
WI

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| Example Brown A red sticky label which can be attached to anything in the game, or removed again. |
WI

"Brown" The Shipping Room is a room. The red sticky label is a thing carried by the player. The description of the red sticky label is "It reads: AIRMAIL[if the label is part of something (called the parent)]. It is stuck to [the parent][end if]." A black crate is in Shipping. The description is "A boring black crate." The brown crate is a thing in Shipping. The description is "An ordinary brown crate." After examining something when the label is part of the noun: say "A bright red sticky label is attached to [the noun]!" Here is the essential point: whenever we ATTACH LABEL TO something, it becomes part of that object. Instead of tying the red sticky label to something: now the red sticky label is part of the second noun; say "You stick [the label] to [the second noun]." And of course the label cannot be stuck to itself or to more than one thing at a time. Before tying the label to something when the label is part of something: if the label is part of the second noun: say "[The label] is already stuck to [the second noun]." instead; otherwise: say "(first freeing the label)[line break]"; silently try taking the label; if the label is part of something, stop the action. Instead of tying the red sticky label to the label: say "That would ruin the label entirely." Instead of taking the label when the label is part of something: now the player carries the label; say "You peel the label off again." Much of the rest is just tidying to make sure that the player's commands are redirected into the right syntax. Instead of tying something to the label: try tying the label to the noun. Instead of putting the label on something: try tying the label to the second noun. Instead of inserting the label into something: try tying the label to the second noun. Understand the commands "stick" or "apply" as "tie". We could have created a new "sticking" action, but to keep the example short we will use the built-in "tying" action instead, and respond to the command "stick" just as if it were "tie". Understand "peel [something]" or "peel off [something]" as taking. Test me with "i / put label on the black crate / look / x black / x label / get the label / apply label to brown crate / look / x brown / peel off label / stick label to label".

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