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    <title>TiffanyGilbert</title>
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    <id>tag:blogs.setonhill.edu,2008-09-11:/TiffanyGilbert//372</id>
    <updated>2008-12-04T20:16:09Z</updated>
    
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<entry>
    <title>Tiffany&apos;s Favorite Program for her Final Project</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/for-el204-new-media-projects.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28936</id>

    <published>2008-12-02T19:16:06Z</published>
    <updated>2008-12-04T20:16:09Z</updated>

    <summary>Interactive Fiction-The Hospital Game-2008 For EL405 (New Media Projects), I finally finished my Inform 7 Hospital game after attempting several other programs. These new programs I had been recently introduced to in the past three months lost the race for...</summary>
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        <![CDATA[<strong><div style="text-align: center;">Interactive Fiction-The Hospital Game-2008</div></strong>

For EL405 (<a href="http://jerz.setonhill.edu/EL405/2008/">New Media Projects</a>), I finally finished my Inform 7 Hospital game after attempting several other programs.  These new programs I had been recently introduced to in the past three months lost the race for being chosen Tiffany's Favorite Program for her Final Project.  I've had several disagreements and face-to-computer-screen arguments with Blender 3D and Adobe Flash.  Although in EL236, freshman year, Inform 7 and I had our differences.  I came into EL405 dispising this program, but it really has earned a special place in my heart.  We get along now and I know how to correct and comfort Inform 7's spastic-broken clock, error message, outrages.  I've realized it takes time to work at a program and learn how it ticks.


<a href="http://blogs.setonhill.edu/TiffanyGilbert/zplet.html">The Hospital Game</a> is my very first <em>completed</em> IF game.  There is an actual end to the game.  You can win when you obtain all objectives and find the secret way out.  You cannot win points, but you can definately win some dignity and gratitude that comes with completing something you started.  


My very first Interactive Fiction game in November 2006 was similar to the Hospital game in such ways of its ridiculous humor and random characters and actions.  In a way, I've used some of the same concepts of my very first interactive fiction game.  In case you're interested in progress, here is the <a href="http://blogs.setonhill.edu/TiffanyGilbert/2006/11/the-muffin-man.html">coding and ideas</a> I had two years ago. 


Another influence for this game was of the amnesia-lost-in-a-hospital genre game also called, <a href="http://ifdb.tads.org/viewgame?id=zv6hh6f8zu5v3r6p">The Hospital, by Ian Osbourne</a>.  I definately did not copy any of his ideas inside the game.  His game is fairly realistic, portraying what actually might happen to you if you are a patient stranded in a hospital with amnesia.  I chose to take a different, comical route.  I don't like to be serious because I'm not good at it.  Inform 7 allows you to be as creative as you want without any restrictions.  It's a different version of creative writing without an outline paving your way.  It takes a wild imagination to create an entire world and story through writing.  Inform 7 is just a different program which has the same use as a pen and piece of paper.  


My previous blogs will tell the player alot of the information about my hospital game.  tricks, hints and clues are scattered throughout these <a href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/corrections-for-mistakes-found.html">blogs</a> that players really should not know because it will destroy the secret pieces of the puzzle.  I wrote about the secrets because I had problems my alpha testers came across and had to correct them. By publishing the information on my blog, I was given the opportunity to recieve comments by my classmates and others who could leave helpful tips.  
Now, there really is not a full thorough synopsis of my game posted.  

So here it is: 
<strong><div style="text-align: center;">Synopsis</div></strong>
You are a patient and you wake up in a hospital unaware of your surroundings or situation.  Your objective is to get out of the hospital.  Right away you will notice all exits are blocked or inaccessible.  There is one character you can interact with.  So be careful what you ask her, she could have valuable information.   


What was I trying to accomplish?  Well since day one of Inform 7 this semester, I knew I wanted to focus the most on creating objects that can be interacted with.  There were several IF games that I played which placed me in a room with objects I could do nothing with.  For example, I was placed in a kitchen.  "A small kitchen with flowery yellow walls, an open stove warming the chill from the apple pies cooling on the windowsil.  The clothed table had a vase of flowers with springtime freshness."  As a player I want to be able to touch or interact with every object that is shown to me.  If the apple pies are only part of the setting and the player does not need them, there should be a short description, "The crisp apple pies are intended for the upcoming dinner gathering."  That way, when the player tries to eat the pies, they do not have to read the default description, "You can't see any such thing."  The player obviously knows the pie is there.  It is in the description of the kitchen.  If the object is there, I want to examine it.


In my hospital game, I was very articulate when it came to creating objects in each room.  Each object either serves a purpose and/or has a clever description stating what it's use is.  Although, my objects are limited and the game is fairly short in some people's opinion, there is a beginning, middle, and end with interactive surroundings.  To me, that is an extremely important element in interactive fiction and writing in general.  You do not want to lose the player/reader, therefore this was my initial goal.  
There are a few coding tricks I've utilized while creating my IF game.  You can watch it here in my <a href="http://www.youtube.com/watch?v=8D32YUSKA30">short video</a>.

 





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<entry>
    <title>Alpha Testing II</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/alpha-testing-ii.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28931</id>

    <published>2008-12-02T03:24:34Z</published>
    <updated>2008-12-02T03:44:03Z</updated>

    <summary>To begin Alpha testing II, I had two new testers. Maddie who is familiar with Inform 7 was the first tester. She was very thorough and clear with the correct commands. Everything went smoothly with her testing until she came...</summary>
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        To begin Alpha testing II, I had two new testers.  Maddie who is familiar with Inform 7 was the first tester.  She was very thorough and clear with the correct commands.  Everything went smoothly with her testing until she came to the part in Dr. Carter&apos;s office with the crazy lady and the knife.  
She hadn&apos;t examined the knife at first, therefore the next step of the game couldn&apos;t continue.  I used that command to lead into the next piece of the puzzle because when you see a crazy lady speed into the room on a wheelchair with a knife, my first reaction is to either ask the crazy lady about the knife or examine it.  Eventually after running out of options, and with hesitation she examined the knife.  
I asked her why she didn&apos;t want to do that in the first place.  She said the lady seemed like an enemy more than a friend and was afraid of losing the game if she confronted the lady with the knife.  It was more out of fear of doing the wrong command.  I never really thought of fearing of another character&apos;s reaction in interactive fiction.  It&apos;s hard for me to believe that games like this are violent, but they obviously can be.  I just haven&apos;t played any.  However there was no inuendo of violence earlier in the game, so I&apos;m not exactly sure why a player would be apprehensive about using a certain command or confronting a certain issue.  


This also happened with my second test user, Clare.  She is not familiar with Inform 7 at all, but after telling her the basics that she should examine objects and use directions of north, south, east, and west, she caught on unbelievably quick.  She realized right away that she could take objects and give objects to the crazy lady.  The only command I had to help her with was &quot;ask lady about {object}.&quot;  Other than that, she went through the game smoothly except for the same part as Maddie.  The lady that suddenly speeds into the room with a knife scared her.  She was nervous about making another move after that.  She asked me how you can run away, because she thought the lady would attack her.  
Initally, that was kind of my reaction I wanted from my players.  I didn&apos;t want them to be afraid of continuing.  I just wanted the reaction.  Then after she realized there was nothing more to do except examine the knife, she sighed as the description read, &quot;A sharp piece of metal with reminants of carrot slices.&quot;

So what I am going to try to do to solve this is make the situation less scary.  









  




        
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<entry>
    <title>Corrections for Mistakes found in Alpha Testing I</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/corrections-for-mistakes-found.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28930</id>

    <published>2008-12-02T03:16:06Z</published>
    <updated>2008-12-02T03:45:20Z</updated>

    <summary>Since there was confusion with the crazy lady and wanting the pizza, I decided to make it real obvious since it is such an important part of the game. As for the description for the pizza menu (which was non-existant...</summary>
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        <![CDATA[Since there was confusion with the crazy lady and wanting the pizza, I decided to make it real obvious since it is such an important part of the game.  

As for the description for the pizza menu (which was non-existant during <a href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/alpha-testing-i.html">Alpha testing I</a>) now says, "Greasy and appetizing pizza pies.  Old ladies always crave a slice."

When the player "asks the lady about herself" her response is, "They say I'm too old.  Too old to walk, too old too work, even too old to eat pizza.  Golly I'd sure love a slice of pizza right now."

Now if the player doesn't get the hint after those clues, I've failed. :) 

My game never really followed through after this part of the game.  It was definately short and undeveloped, so of course I added more.  When the player gives the crazy lady the pizza menu, they recieve a key.  The key is the entrance to a certain locked door.  Once the player enters that locked door, there are certain objects they are supposed to interact with so they can advance to the next level or recieve the next piece to the puzzle.  

This is what I wanted to happen with the game:

*Freely travel to hallway and nurses station
*Blue key to unlock Oak door
*Inside the oak door is to be Dr. Carter's office.  Filing cabinets, a desk, a bookshelf, and other interactive objects in the office.
*The filing cabinet will have the first two drawers that are locked
*The cabinet will contain a blue folder and a red folder.

The folders are to contain important information:
Betty Wilson
Age: 86
D.O.B: September 20, 1922
Condition: Altzheimers
Convicted killer

Bill Kretz
Age: 43
D.O.B: May 16, 1965
Condition: Amnesia

Then after examing the folder, I want the lady to speed in on her wheelchair with a knife....she was just cutting carrots of course.  


As for <a href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/alpha-testing-ii.html">Alpha testing II</a>, that's when other changes came in...... 







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<entry>
    <title>Alpha Testing I</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/12/alpha-testing-i.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28922</id>

    <published>2008-12-02T00:40:09Z</published>
    <updated>2008-12-02T03:13:40Z</updated>

    <summary>The first person to test my game in class was Daniella. Since she sat across the room, she hardly knew the idea of my game unlike others coughrachelcough. So the first thing she did was look around my hospital room...</summary>
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        The first person to test my game in class was Daniella.  Since she sat across the room, she hardly knew the idea of my game unlike others coughrachelcough.  

So the first thing she did was look around my hospital room and examine the picture.  I believe she chose this first because it was the most descriptive object and it drew her in.   There is a hint about that.  I want the player to examine it, but they can&apos;t do anything with it......yet.  It will be an object that they can clearly remember for future reference.   The very first direction she took was east.  Correct.  Then she went to examine the elevator.  There was no entry for that because the game won&apos;t let you through it.  When the player &quot;examines elevator&quot; The description is &quot;The elevator is shooting off dangerous sparks.  You may be electrocuted and your best bet is to stay away.&quot;  

Then she went north to the nurses station.  
Again out of the few objects in the room, &quot;pens, pencils, pizza menu and mug,&quot;  The mug was the most descriptive, enticing curiousity.  She examined the mug which is what I wanted her to do which basically triggers the entrance of the crazy lady.  

This is where I needed to make changes.  I knew that I wanted the player to give the pizza menu to the crazy lady but I didn&apos;t make that clear enough.  I didn&apos;t make it seem the pizza menu was vital to the game.  Since that is the object that triggers the next move, I noticed I needed to clarify and improve that section with the crazy lady.  


The next person to test my game was Jeremy.  The very first object he tried to examine were the googly eyed slippers.  Then to the picture.  Again the picture is supposed to be tricky until something later happens.  Jeremy immediately went straight to the nurses station where all the action is supposed to happen.  He examined the menu and then the mug which brings the crazy lady in the room.  He became frustrated with the lady but tried to kiss her.  To me, he was struggling.  So I knew the problem was giving the lady the pizza menu.  








        
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<entry>
    <title>Football Slideshow 2</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/11/football-slideshow.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28793</id>

    <published>2008-11-13T20:28:03Z</published>
    <updated>2008-11-13T20:47:52Z</updated>

    <summary></summary>
    <author>
        <name></name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/TiffanyGilbert/">
        <![CDATA[
<iframe src="http://blogs.setonhill.edu/TiffanyGilbert/PROJECT 2.0.html" height="400" width="550" scrolling="no">
</iframe> 

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<entry>
    <title>Recycle on the Blog</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/recycle-on-the-blog.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28596</id>

    <published>2008-10-30T18:49:21Z</published>
    <updated>2008-10-30T19:02:21Z</updated>

    <summary></summary>
    <author>
        <name></name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/TiffanyGilbert/">
        <![CDATA[<iframe src="http://blogs.setonhill.edu/TiffanyGilbert/recycle.html" height="450" width="400%">
</iframe>

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<entry>
    <title>Recycle-Save the Earth</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/recyclesave-the-earth.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28572</id>

    <published>2008-10-28T19:44:24Z</published>
    <updated>2008-10-28T19:51:12Z</updated>

    <summary>recycle.html recyclepublish.swf...</summary>
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        <name></name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/TiffanyGilbert/">
        <![CDATA[<a href="My Rotating Recycling Message"><span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://blogs.setonhill.edu/TiffanyGilbert/recycle.html">recycle.html</a></span></a>

<a href="Just a boring html file"><span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://blogs.setonhill.edu/TiffanyGilbert/recyclepublish.swf">recyclepublish.swf</a></span></a>

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    </content>
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<entry>
    <title>Adobe Flash 1-5 minus 3</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/adobe-flash-15-minus-3.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28558</id>

    <published>2008-10-27T23:20:14Z</published>
    <updated>2008-10-27T23:26:59Z</updated>

    <summary>ADOBE FLASH! Well, the buttons and sidebars are very similar to photoshop. (Thank goodness for that class last semester). While following the tutorials, creating objects was a cinch! I could make a martini glass and olive at the speed of...</summary>
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        ADOBE FLASH!

Well, the buttons and sidebars are very similar to photoshop. (Thank goodness for that class last semester).  While following the tutorials, creating objects was a cinch!  I could make a martini glass and olive at the speed of light, however, once it was time to save the images to the library, I struggled with that a little.  Once the images are in the libary, it takes me awhile to click around and find what I&apos;m looking for and what I actually want to do with my artsy illustrations.  I have been following the book and I understand the majority of it, but it is either me or the book doesn&apos;t explain it very well.  I&apos;m not sure.  I&apos;ve read the steps over and over again, and the library part doesn&apos;t seem to click.  
A favorite step of mine in the tutorials was making the button.  I made an easy button, and it was easy until I had to make it work.  Eventually, I got the button to be clickable, but it was very tedious.  

So Flash is not completely foriegn to me, and it is very similar to past programs I have used.  It just takes awhile to find what you&apos;re looking for.  I&apos;m not too afraid of this one....
:):):)
        
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<entry>
    <title>Flash 1</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/flash-1.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28535</id>

    <published>2008-10-25T14:46:21Z</published>
    <updated>2008-10-25T15:12:27Z</updated>

    <summary>In the second paragraph of &apos;A New Form of Storytelling,&apos; McAdams says, &quot;Photographs of huge collapsed buildings fade in, then fade out. One or two voices become distint, speaking a language I do not understand; they sound concerned, worried, urgent.&quot;...</summary>
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        In the second paragraph of &apos;A New Form of Storytelling,&apos; McAdams says, &quot;Photographs of huge collapsed buildings fade in, then fade out.  One or two voices become distint, speaking a language I do not understand; they sound concerned, worried, urgent.&quot;  Everyone has seen a commercial like this.  A somber, sad tone with photos of sick, emaciated children, showing us viewers how people around the world are not as lucky as us.  Getting the message across makes the viewer feel terrible.  I think a successful Flash journalism project will force the reader to react in some way.  
As for gaming, the same concept applies, but basically with a hidden cover.  You think you are a little diver catching dolphins.  In reality, the game inventor wants to express their concern about this specific idea.  Most likely show that it is wrong, or bad in some way and more people are needed to help a specific cause.  
As for more of a journalistic approach, I think a signifcant difference between the television and interactive genre is the linear manner in which TV has to follow.  TV has to broadcast their message from start to finish. With an interactive medium, it is considered creative if the viewer has to piece together what is happening or perhaps start from the end.  As McAdams says, &quot;although choice is one aspect of interactivity,&quot; it&apos;s true, there are hardly rules to expressing one&apos;s opinion through an interactive idea.  Getting the viewer involved through creative and odd circumstances or ideas may imprint your opinion on them.  The whole idea of  the interactive genre. 


 
        
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<entry>
    <title>How to Sneak Out of your House at Night</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/how-to-sneak-out-of-your-house.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28501</id>

    <published>2008-10-22T00:37:06Z</published>
    <updated>2008-10-22T00:38:18Z</updated>

    <summary>I really, really, really, felt the need to post this information for all those who wish to sneak out of their house. Yes, I created a blog for this......</summary>
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        <![CDATA[I really, really, really, felt the need to post this information for all those who wish to s<a href="http://www.wikihow.com/Sneak-out-of-Your-House-at-Night">neak out </a>of their house.  

Yes, I created a blog for this...]]>
        
    </content>
</entry>

<entry>
    <title>IF Revision</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/if-revision.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28497</id>

    <published>2008-10-21T02:50:23Z</published>
    <updated>2008-10-21T02:55:58Z</updated>

    <summary>For our IF revision, I like to think that I&apos;m finally getting the hang of this program as we anticipate learning a new one....this week. While I was making the changes, I was becoming more creative and adding additional objects...</summary>
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        For our IF revision, I like to think that I&apos;m finally getting the hang of this program as we anticipate learning a new one....this week.  While I was making the changes, I was becoming more creative and adding additional objects and pathways, when I was supposed to be fixing mistakes. I was getting more into it, because I knew what my players had tried when experimenting with my game.  As I watched my victims struggle through my game, I saw them attempt to navigate different directions I never created.  I watched them interact with objects that I thought were completely irrelevant.  Yet, in their minds, they don&apos;t know what they&apos;re doing.  I found out that what I believed to be the obvious, isn&apos;t really obvious to others.  No one thinks like....(that is almost a compliment)  and that&apos;s okay.  I have to work around what my players want to do and what they actually do.  
  In a way, by observing I was getting into their minds trying to make my game more enjoyable to those who are stuck in my imaginary world.
        
    </content>
</entry>

<entry>
    <title>Let&apos;s Just Skip Original Journalism.....</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/lets-just-skip-original-journa.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28318</id>

    <published>2008-10-07T00:01:04Z</published>
    <updated>2008-10-07T00:27:40Z</updated>

    <summary> &quot;Obviously, I am being a bit facetious here, but the truth of the matter is that by the time my generation, Gen Y, gets into the real world there will be a much higher demand for web-savvy writers and...</summary>
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        <![CDATA[
<a href="http://www.pbs.org/mediashift/2008/09/embedded_at_nyuold_thinking_pe.html">"Obviously, I am being a bit facetious here, but the truth of the matter is that by the time my generation, Gen Y, gets into the real world there will be a much higher demand for web-savvy writers and thinkers than traditional Woodwards and Bernsteins."</a>


Alright, so what Taylor is saying is that learning about print and magazine Journalism is redundant and useless because the world is going digital.  So is it actually possible to skip over the origin of Journalism and skip right to the future?  When you learn anything, isn't it essential to start with the basics or the beginning? (Aka: know the history).  How can you possibly be a professional when you don't know or accept everything in your field of study?  Writing for a print newspaper is identical to writing online.  It is just a different medium.  You cannot cut out original Journalism!!!

Also......
"What surprises me further is when Professor Quigley informs us that people actually get paid to blog. That they make a living off of this. For me this was very much a &#8220;duh&#8221; moment and I thought that it would be for the rest of the students as well. They should be fully aware at this point that blogging has become a very serious form of journalism. Furthermore, they should be aware that it is the one journalistic venture that requires little or no ladder-climbing. You can start at any age, with almost no experience, and actually get published instead of fetch coffee."

Apparently Journalism is now self-taught.  Because you can write a perfect news story on your own without instruction.  The only thing she is right about is, practicing Journalism at an early age and working hard at it can better prepare you for the advanced level of it in college or later schooling where perhaps you will learn about freedom of speech gives you the right to publish what you want......but what those people who skim over "print" have not learned is it obviously comes with consequences.  

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<entry>
    <title>&quot;The Room,&quot; Inform 7</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/10/the-room-inform-7.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28245</id>

    <published>2008-10-02T01:21:09Z</published>
    <updated>2008-10-02T01:23:51Z</updated>

    <summary>This is the text I used for the Inform tutorial.....that is illegible on youtube.....so here it is! [scene] The bedroom is a room. You are in a bedroom. There is a bed, a dresser, a desk, and a dirty, wrinkled...</summary>
    <author>
        <name></name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/TiffanyGilbert/">
        <![CDATA[This is the text I used for the Inform tutorial.....that is illegible on youtube.....so here it is!

[scene]
The bedroom is a room.
You are in a bedroom.  There is a bed, a dresser, a desk, and a dirty, wrinkled shirt.

[bed]
The bed is fixed in place in the bedroom.
The description of the bed is &#8220;warm and cozy.&#8221;
Instead of taking the bed, say &#8220;That&#8217;s just too heavy for your tiny body to handle.&#8221;

[dresser]
The dresser is fixed in place in the bedroom.  
The description of the dresser is &#8220;Ohh a beautiful red oak piece of furniture.&#8221;
Instead of taking the dresser, say &#8220;Nice try, you&#8217;re too scrawny.&#8221;

[desk]
The desk is fixed in place in the bedroom.
The description of the desk is &#8220;An old antique with sentimental value.&#8221;
Instead of taking the desk, say &#8220;It is too valuable to move.&#8221;

[shirt]
The wrinkled shirt is portable and wearable in the bedroom.
The description of the wrinkled shirt is &#8220;Just your average dirty laundry.&#8221;



<a href="http://www.youtube.com/watch?v=95lMmk3tYMU">click Here for Awesome Inform 7 stuff!!!!!</a>]]>
        
    </content>
</entry>

<entry>
    <title>The Curse of Hell&apos;s Cheesecake</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/09/the-curse-of-hells-cheesecake.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.28003</id>

    <published>2008-09-22T22:22:34Z</published>
    <updated>2008-09-22T22:26:33Z</updated>

    <summary>So, there first game in interactive fiction that I downloaded was called, &quot;The Great Escape.&quot; This game is ancient....from 1984. Well, what I mean is, all you can do is move north, south, east, and west. Occasionally the game will...</summary>
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        <name></name>
        
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    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/TiffanyGilbert/">
        <![CDATA[So, there first game in interactive fiction that I downloaded was called, <strong>"The Great Escape."</strong>  This game is ancient....from 1984.  Well, what I mean is, all you can do is move north, south, east, and west.  Occasionally the game will ask you a yes or no question.  Other than that.  Blah.  I did not like it.  Every time I moved a new direction, this villain came closer to me.  There were 100 rooms to maneuver around, and by the time I went north four times, there was a ghost in the room and he wouldn't let me out. There were not objects in the room and you could not "examine ghost."  I was extremely confused, so I found another one called &#8220;<strong>The Curse of Hell&#8217;s Cheesecake.&#8221; </strong>Random, yes, but the very first thing you are confronted with is the cheesecake, so I examined it and received this response:
<em>&#8220;The cheesecake of Hell was left behind after the famous Diable Disaster of 1997, when the legions of Hell invaded Woking (no one noticed until 2003).  Eggs from Satan&#8217;s own hens, milk from the Unholdy Herd and biscuit crumbs from the Cerberus Vomit went into the dish.  Mrs. Satan originally bake it to celebrate her Satan&#8217;s five thousandth wedding anniversary, but had never gotten round to eating it after the Hellhounds escaped.  It is now in the capable hands of the Special Secret Service, and when eaten, transports the consumer to some other universe.&#8221;</em>Then out of curiosity, I typed, &#8220;eat cheesecake,&#8221; just to end up with this response:
&#8220;<em>Your score has just gone up by five points.  You bring the cheesecake up to you face and attempt to take a nibble, but the smell of the Damned puts you off.  You wouldn&#8217;t want to eat it anyway, you&#8217;d only end up somewhere less fun that this.&#8221;</em>Aside from this ridiculous plot and humor involved, I find the responses to be creative that it actually forms a story for the player. In addition, you get points for trying.  Some of the ideas I had were simple and did not contain too much detail.  I want to be as creative as this author, offering detailed responses of &#8220;no,&#8221; instead of just saying.  &#8220;You can&#8217;t do that.&#8221;  If I have a telephone in my game that I don&#8217;t want a player to use, I could use the response, &#8220;Shockwaves sizzle in your ear.  The unpleasant striking sound forces you to gently put down the phone.&#8221;  A much better response as, &#8220;You can&#8217;t use that.&#8221;
]]>
        
    </content>
</entry>

<entry>
    <title>Blender 3D Fluid</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/TiffanyGilbert/2008/09/blender-3d-fluid.html" />
    <id>tag:blogs.setonhill.edu,2008:/TiffanyGilbert//372.27874</id>

    <published>2008-09-11T18:46:07Z</published>
    <updated>2008-09-11T19:08:21Z</updated>

    <summary> I learned to make animated Fluids. It&apos;s weird if you don&apos;t understand, but so you can, click here: Listen carefullyyyy...</summary>
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        <name></name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/TiffanyGilbert/">
        <![CDATA[
I learned to make animated Fluids.  It's weird if you don't understand, but so you can, <a href="http://www.youtube.com/watch?v=I3LjMTIBYSA">click here:</a>

Listen carefullyyyy]]>
        
    </content>
</entry>

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