Implementing as part of the story with asking the player if she wants to do one.
But at later stage it would be interesting to go back to cmd and hide nonsignificant do_… and show a do_perception_check. maybe something like do_story to continue
One approach could be to include a prompt within the do_story command that asks the player if they want to do a perception check. If the player enters 'yes', then you can initiate the perception_check() method and reveal any alternative information based on the outcome of the check. If the player enters 'no', the story continues as normal without revealing any additional information. Another approach would be to have the perception check as a separate command (do_perception_check) that is only accessible after the initial story has been presented. You could then hide all other commands until the player completes the perception check or chooses not to do it.
Implementing as part of the story with asking the player if she wants to do one. But at later stage it would be interesting to go back to cmd and hide nonsignificant do_… and show a do_perception_check. maybe something like do_story to continue
One approach could be to include a prompt within the do_story command that asks the player if they want to do a perception check. If the player enters 'yes', then you can initiate the perception_check() method and reveal any alternative information based on the outcome of the check. If the player enters 'no', the story continues as normal without revealing any additional information. Another approach would be to have the perception check as a separate command (do_perception_check) that is only accessible after the initial story has been presented. You could then hide all other commands until the player completes the perception check or chooses not to do it.