Inform 7 Handbook

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This book makes no claim to being the ultimate guide to Inform 7. On the contrary: A number of topics that experienced Inform authors (or new authors who envision unusual types of gameplay) may want or need to know about simply aren’t included in The Inform 7 Handbook, or are mentioned only in passing. The purpose of this book is to give first-time authors the kind of information and insight that they’ll need in order to start using Inform 7 to produce parser-based interactive fiction in its most familiar form, without getting tangled up in a lot of complexities. (If you don’t know what I mean by “parser-based,” keep reading.) This version of the Handbook is current with respect to version 6L38 of Inform 7, and may not be accurate with respect to older or more recent versions.

Author(s): Jim Aikin
Year: 2015

Language: English
Commentary: version 2.0 (May 2015) valid for 6L38
Tags: infom7, i7

Foreword      8

Acknowledgments      11

About the Author      11

Chapter 1: Getting Started      12

Downloading & Installing      14

The Inform 7 Program      14

The Page Headers      16

The Go! Button      20

The Release Button      22

Other Features      23

Using the Built-In Documentation      23

What Happens in a Game      24

Entering Commands      25

Downloading & Playing Games      29

What’s This .z8 Stuff All About, Anyway?      29

Writing Your First Game      31

From the Top      32

The Detail Trap      33

Title Trickery      33

Telling a Story      35

Managing Your Project(s)      35

About Inform Source Code      36

All About Bugs      36

Testing Your Game      38

Using the Debugging Commands      39

Another Way to Debug      41

Puzzles      43

Extensions for Inform      44

Where to Learn More      46

Chapter 2: Rooms & Scenery      47

Creating Your First Room      48

Scenery      51

The Names of Things      52

How Much Scenery Is Enough?      55

Distant Scenery      56

Adding More Rooms to the Map      58

The Great Outdoors      61

Enterable Scenery      64

Doors      65

Locked Doors      67

Secret Doors      69

Dangerous Doors      70

Travel by Fiat      71

Windows      71

“You can’t go that way.”      72

Duplicate Exits & Twisty Connections      73

Hallways with Lots of Doors      75

Changing the Map During the Game      76

Regions      78

Backdrops      80

Removing a Backdrop      80

Dark Rooms      81

Backdrops in Dark Rooms      84

Seemingly Identical Rooms      84

Floorless Rooms      85

When Is a Room “visited”?      85

More About Room Descriptions      87

Chapter 3: Things      90

Creating Things      90

Things vs. Kinds      91

The Names of Things      93

Long Names      95

Initial Appearance      96

Adding Vocabulary Words with “Understand”      97

Conditional Vocabulary      98

Containers & Supporters      99

Stealthy Containers      104

Sneaky Supporters      108

Looking Under & Looking Behind      109

Take All      112

Enterable Containers & Supporters      112

Moving Things Around      114

Inventory      115

Testing Where a Thing Is      117

Things Can Have Properties      118

Number Properties      119

Word Properties      120

Plurals & Collective Objects      123

More about Collections & Kinds      125

Objects That Have Parts      128

Reading Matter      129

Writing on Things      130

Mechanical Marvels      132

Smelling & Listening      136

Transforming One Thing into Another      138

New Ways to Use Things      139

Holding Something Up in the Air      140

Tipping Something      141

Holding Something Against Something Else      142

Chapter 4: Actions      144

Built-In Actions      144

Using “Instead”      147

Action Processing      148

Rulebooks & “Stop the Action”      153

Three Types of Actions      155

Creating New Actions      156

[Any Thing]      160

Same Action, New Results      163

Redirecting an Action      163

Actions with Topics      165

Action Processing — Summary      166

Chapter 5: Creating Characters      170

Overview      172

The Player Character      173

Creating an NPC      174

Mr. & Mrs.      177

Conversations, Part I: talk to      178

Conversations, Part II: ask/tell/give/show      180

Topics of Conversation      181

Conversations, Part III: Character Knowledge      184

Conversations, Part IV: Menu-Based Conversation      186

Giving Orders to Characters      186

Giving Orders that Involve Going Elsewhere      188

Moving Characters Around      189

Characters Who Follow the Player      192

Characters the Player Can Follow      193

Stage Business      194

Character Actions      195

Combat      196

Moods      198

Body Parts      199

Chapter 6: Puzzles      200

Mapping      201

Blocked Passageways      201

Darkness      202

Hidden Items      203

Items Out of Reach      204

Locked Containers      205

Combination Locks      205

Manipulation Difficulties      205

Enigmas      207

Deceptive Appearances & Unusual Usages      207

Assembly Required      208

Mechanisms      209

Vehicles      209

Consulting Information Sources      209

The Uncooperative Character      210

Timed Puzzles      210

Inadequate Implementation      211

Chapter 7: Winning & Losing      213

A Word About Fairness      214

Keeping Score      215

A Treasure Chest      216

Achievements      218

Chapter 8: Time & Scenes      220

Passing Time      220

Future Events      222

Scenes      223

Chaining Scenes      224

Using Scenes to Control Action      225

Every Turn Rules      228

Chapter 9: Phrasing & Punctuation      231

Types of Source Text      232

Text Insertions      233

Switchable Markup      237

Quotes Within Quotes      238

Breaking Up Paragraphs      239

Large Text Blocks      240

White Space      240

Objects vs. Rules      242

The Names of Things      244

Punctuation      245

Assertions      246

Values      247

Arithmetic      252

Doing Calculations      253

Testing Conditions      255

Creating New Phrases      256

Indenting      257

Too Many Indents      261

Headings      262

Loops      263

Chapter 10: Advanced Topics      265

Story Tense and Viewpoint      265

Code Optimization      265

Instead of Instead      266

Every Turn Rules      267

Other Ways to Streamline Your Code      268

Tables      268

The Skein      272

Using the Index      273

Replacing Rules in the Standard Library      274

Helping the Parser      275

Pronouns      276

Clearing the Screen      276

I6 Constants      277

Relations      278

Adding Hints      281

Special Features in Glulx      282

What Does Inform 6 Have to Do with Inform 7?      282

So, Is Inform 7 the Ultimate IF Programming Language?      283

Appendix A: Glossary      286

Appendix B: Updating Older Extensions      289

Appendix C: Short Sample Games      292

Flea Market      292

Mr Potato Head      294

A Dangerous Jewel Box      296

The Omega Machine      298

The Lurking Critter      300

Restraints      301

Broken Eggs      304

Indoors & Outdoors      306

Appendix D: License      314