I also concocted punch with Nandini, Sumana's sister. Everyone loved the punch. We are wizards of punch!
I told Seth about my game. "Your text adventures are better than any other text adventures," he said. Wow! He wasn't even drunk!
It should be against the law to use POP3 for e-mail, and in anticipation of that law, I've used IMAP4 for many years.
More game work. I discovered that one of my features is of the class of "Wow, this is a lot more difficult/tedious to implement than I thought." This is basically the state in which I spent the entire Degeneracy development process, and for a while I was fighting off despair, having subconsciously decided that IF programming was inherently as tedious as writing Degeneracy had been. That's not the case, though; this game is orders of magnitude less tedious to write than Degeneracy.
The default Inform magic system is so procedural! If you cast a spell on an object, the object never actually finds out about it; all the logic for handling the magic is inside the spell! I changed it to do dispatch to the object.
From me:
From Sumana:
From my mother ("The syntax does appear to be from a Nigerian English language learner," she says):
For some reason I get the feeling that people think this contest is not a real contest. Well, it is! Right down to the valueless prizes! Send in your incitements to fraud today!
I have a feeling that the new scams are a bit toned down compared to the old-school ones, in terms of the unsavoriness of the characters and activities involved.