September 15, 2006
IF Updates
What can I say? Inform 7 is the weirdest type of code there is. I wouldn't even call it "code." Perhaps a markup language? Anyway, I am starting to see how useful of a [insert whatever Inform 7 is] it is. The purpose behind it is simple: introduce a markup that will flow with your narrative (kinda like poetry) and add some sugar and spice and whatever else compose or comprise your IF piece and BAM! You have the ability to seemlessly create a work of IF. Inform 7 is a huge compromise. It lightens the load of code so that you don't have to switch gears every time you create a game. It allows you to code as you write the story.
I am glad I discovered this, because now I can take the game in any direction I want... At Whim! But my story is far from whimsical. One thing that I found about my story as peers tested it is that I have made a ridiulously simple game ridiculously complex. It's complex because it's simple. This paradox is what drives the game. It resembles the game Galatea in that the game has very limited objects to interact with, but the interactions go deep... and shallow.
One problem that I frequently run into is the naming convention of Inform 7. For example, attack equals kill in the eyes of the program. Logically, this is a bit of a trick because attack does not necessarily equal kill in everyday language. (Of course, philosophical logic does not equal mathematical logic). Another problem is that the parser does not understand prepositions. It often lumps prepositions with verbs. (ex: After *talking with Grandma about morals*, now the player steals cookies.) The parser has tripped up on me in syntax similar to the syntax between the stars. Some words just don't do anything useful but give errors summarizing their uselessness (invisible, for example).
Help systems are helpful. While they are somewhat time-consuming to make (you need a table for the help topics), they are ridiculously easy to implement. If anyone wants a help system, I can put together a quick tutorial on making one. (There is also a tutorial burried in the documentation).
Has anyone figured out how to make conversation work between the player and NPC's?
Posted by EvanReynolds at September 15, 2006 10:14 AM
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Comments
There’s a good keyword-based conversation system that I find very useful. Search the documentation for “complimentary peanuts.”
Another good one is based on conversation topics. Search the documentation for “Sweeney”.
Posted by: Dennis G. Jerz at September 16, 2006 12:21 AM