From: David Griffith Date: Fri, 22 Apr 2016 03:53:19 +0000 (-0700) Subject: Adding chapter 17. X-Git-Url: https://jxself.org/git/?p=ibg.git;a=commitdiff_plain;h=3d999b1a2cbdaf0102ffc8b5abb2015931c5d0e7 Adding chapter 17. --- diff --git a/chapters/17.rst b/chapters/17.rst new file mode 100644 index 0000000..f0b148c --- /dev/null +++ b/chapters/17.rst @@ -0,0 +1,157 @@ +========================== +\*\*\* You have won \*\*\* +========================== + +.. epigraph:: + + | *I might just as well have saved the labor and sweat I had put into* + | *trying to make my reports harmless. They didn't fool the Old Man.* + | *He gave me merry hell.* + + -- The Continental Op in Dashiell Hammett's *Red Harvest*. + + +.. only:: html + + .. image:: /images/picJ.png + :align: left + +.. raw:: latex + + \dropcap{j} + +ust a few final words to round things off. All that remains are the +appendices, with terse but comprehensive summaries of the Inform +language and its IF library, plus the source code and run-time +transcripts of the games we have developed here. Our "labor and sweat" +have been oriented towards making your introduction to Inform as +harmless as possible, but this probably won't fool you for long. +Although we believe we have covered the system's basic functionality and +given you enough grounding to feel comfortably sure-footed as you roam +the designing wilderness, there are still many techniques to be mastered +and additional aspects to be learnt, including medium and advanced +features at which we have not even hinted. + +Before you give us merry hell, however, be reassured that the remaining +lore, which may at times feel obscure and enigmatic, is fundamentally +constructed around the principles that you have already seen. You should +now be ready to browse through other documentation and resources without +them seeming full of inscrutable hieroglyphs; on the contrary, you'll be +able to focus on those bits you don’t know about (which now, we hope, +will be rather less abundant). Inform, like other powerful and flexible +IF design tools, is prepared to cope with the needs of demanding +authors: "I don't like the way it handles the TAKE ALL command; I wanna +change it." And so you can. "I'd prefer the listings of objects +organised in a prettier way." Go right ahead. "I want to have a better +social life thanks to Inform." No problem, but you'll have to be one +damn charming designer. Oh, well. + +Inform has been designed to let you do simple things intuitively and +quickly. Left to its own devices, it offers a wide range of default +functionality, and we’ve seen that it’s also easy to alter some of its +standard behaviour. The desirable goal is for you to reach a state of +such familiarity with the system that you can concentrate on designing +your games. By "such familiarity" we are not implying that you should +know the innards of the library inside out; such people exist, but +they're few and far between. However, once you become reasonably +proficient at typing in code, with a knowledge level similar to the one +provided by this guide, a careful look at the appropriate section of the +*Inform Designer's Manual* should help you through most difficulties. +Admittedly, there are problems and *problems*, from the slap-on-the-head +trifle to the teeth-gnashing nightmare. We advise you to put the +nightmares on hold for the time being. It may be that one day you +discover that their fangs were not as sharp as they seemed. + +There are many interesting topics that you could pursue next. Here are a +few: + +* **Score:** we have seen two ways of scoring a game, but you may decide + that scores have no meaning in your game. And there is yet a third + built-in system for defining "tasks" worthy of reward, from "wearing + the ridiculous bonnet at the Ambassador's party" to "convincing the + unfriendly monkey to play the upright piano". This technique requires + a bit of knowledge about... + +* **Arrays:** these are enumerated lists of variables. Instead of having + just one variable to play with, you can have a collection of them, + indexed by number. + +* **Lists and inventories:** there are many functions to let you arrange + the way objects are grouped and presented to the player at run-time. + +* **Vehicles:** cars, elevators, hot-air balloons, magic carpets, + spaceships -- or any other device in which the player may travel + around. + +* **Create verbs and vocabulary:** although we have already nibbled at + this concept, you can fine-tune the parser to allow for all sorts of + amazing commands (from magical utterances that trigger unfathomable + spells, to special actions that affect many objects at once). + +* **Changing the player:** who says that the player character must be a + boring human being? Metamorphose the unsuspecting mortal into a + virtual-reality proxy, a fantastic animal, an untouchable ghost, a + powerful telepath or a telekinetic vampire. Undecided about which one? + Make your game with multiple starring characters and switch between + them when you want. + +* **Passing of time, timed machines and events:** set a timer that ticks + away, unbeknown to the player and attach it to a bomb; a door which + opens only once every ten turns; a dragon with short fuse and little + patience; a marching patrol of soldiers; a clock that ominously chimes + the arrival of sunset and doom. Change the "turns" count on the status + line into minutes, or days. + +* **Mutable directions:** north is north? Not necessarily. Change the + direction objects of the game to "forward", "back", and so on. You are + on a ship? "fore" and "aft", "port" and "starboard" may be the thing + for you. Enter a mirror and have the map and all the directions reflected. + +* **Complex NPCs:** how unpredictable can the behaviour of that + impertinent butler be? Can he talk, move, steal your possessions, + poison your tea? Does he react coherently to the player's actions? + Does he have a hidden agenda of his own? Although NPC creation is + indeed a knotty craft, it’s one worth mastering. "Living" NPCs + increase immensely the reality of your games. + +* **Techie features:** change the status line, or the command prompt. + Clear the screen, or alter its colour; centre text upon it, and colour + the text as well. Wait for the player to press a key and then trigger + some action. Display a message one letter at a time. Add a tiny + compass showing available exits at all times. + +Interactive fiction mixes creativity and narrative skills with coding +expertise. Usually, those games which make the biggest impact have a +fair amount of both. If you feel yourself lacking one of these qualities +at present, contemplate a little teamwork: there are IF collaboration +lists on the Internet, where people offer to lend a hand with ideas or +programming (and some very good games have come from the mixed efforts +of a well-tuned collaboration). Above all, don't forget the importance +of beta-testing, which may produce the feedback inspiring you to turn +your decent attempt into a killing machine. There's little as obnoxious +to players as a game which is obviously under-tested. Getting those bugs +out is your responsibility; be sure to clean it as best you can, but +never *ever* release a game until it has been kicked around by others. +And remember that beta-testers are (almost certainly) experienced +players, so their advice beyond the call of bug-hunting is as priceless +counsel as you are likely to get. Encourage them to comment on your +achievements in both programming *and* design. + +Now: where to go, what to do? Allow us to insist one last time on the +importance of reading the *Inform Designer's Manual*, an excellent book +in all respects. While you are at it, write small games, training +exercises; we don't advise you to try an epic saga for your first +scenario, but if nothing else will work for you -- the Think Big +approach -- don't let us deter you. It's a good idea to play other +people's games, because you'll know the average level that players may +expect; check the newsgroups for comments on good titles. Be sure around +September to keep an eye open for the Interactive Fiction Competition +(http://www.ifcomp.org/), an annual showcase for short(ish) works. + +And, who knows? It might be that next year we’ll all be smashed by +*your* entry. + + +.. todo:: This signoff should be aligned to the right side. + +*Sonja and Roger* diff --git a/images/picJ.png b/images/picJ.png new file mode 100644 index 0000000..b681ee5 Binary files /dev/null and b/images/picJ.png differ