Friday, 4 October 2013

Inform 7 Indexing

Inform 7 has an already installed indexing system. The indexing system is very useful for larger games as it can help the person find what they are looking for very quickly.

The indexing system can be used relatively quickly and can be very effective. But believe it or not, most people don't know about this indexing system. Thus the people that don't know about spend most of their time trying to find the part they want. Which can take up valued time. So that is why I will be telling you, how to access this easy and quick to use index.

First off you have to know that you must include in every chapter, volume or section and specify that it is a sort of part within your game. This makes it easier for the maker of the game to find what they are looking for and really quickly.

In every part you create, (mostly every room, that's what I do). You must say it is a section within your game. Or inform 7 won't pick up that it is actually there.

Example, (at the start of each room)

Section/Volume or Chapter 1 The Kitchen

When you have finished and completed the sectioning and chapter editing, you must go to the content tab at the top of your source coding. Click that and you can see the chapters and sections you have made. With the slider down the bottom of the content tab put it on recognize all, and it will show you ever little thing about you game.

When clicking on one of these you can quickly find the text your looking for. It will appear in front of you.

Thursday, 3 October 2013

Dark Rooms

Dark rooms act as an add on to your game. It gives the player a bit of excitement. Dark rooms cannot be interacted with until the player is carrying a lit torch or light source. When the player is carrying one of these they can see the description of the room and the objects it holds. Without a torch of light source you won't be able to interact with that room. You can move around while in a dark room, but you can't see.
To do this we must think of a name for our room, give a description. If you don't know how to do this look in the blog archive on the right of the screen and find a section on rooms.

Mine will be ........

Study Room is a room. "You are in the study room, you are surrounded by lovely books, old and young. There is a desk on which another thicker book is lying. To the west is another passage."

This is a room you can see. But to make it a dark room you must add this.

Study Room is a dark room.

Put this after you have explained it is a room. You must now make a torch. My torch will be a lantern. I suggest putting this in the room before this one, as the player can pick it up. If you put it in the dark room it won't be a dark room any more.

A Lantern is in Hallway. A Lantern is lit. 

Or

A Lantern is in Hallway. A Lantern is unlit.

The player will not be able to light the unlit light source. So I suggest having any Light Source lit at all times in the game.

How to Make Doors

The first thing we must establish before we start to make our doors, is that rooms and doors and treated the same but are coded differently. Doors connect one room to another, but in one sense, is a room. A room is a place where objects and things can be stored. Doors are rooms, but we tell inform 7 that when entering through the door, you immediately enter the next, objects cannot be stored in doors.

Doors are used to connect rooms, but they don't have to be. A locked door prevents the player from entering the opposing rooms, unless unlocking and opening the door. Only then the player can enter the other rooms.

So to start of we need to see an example of full text for a door, we will break it down later. You can call your door anything. You must make the first rooms first then the door.

The Wooden Gate is north of The Hallway and south of Workroom.
The Wooden Gate is a door.
The Wooden Gate is closed and openable.

Make sure in your second room, you put (Whatever your room name is) is north of The Wooden Gate.

This sentence varies, the name will be different and the direction will be different also.

My second room would be. Note: the second room would NOT be north of the first room.

Workroom is north of The Wooden Gate.


To make a locked door, do the following

The Wooden Gate is north of The Hallway and south of Workroom.
The Wooden Gate is a door.
The Wooden Gate is locked and openable.

And  the key like this. Note: the following key is in a container.

The Wooden Key is in A Brass Box.
The Wooden Key unlocks The Wooden Gate.



How To Make Locked Containers

Like with the open and closed chests, the format is the same, but you will need to make a key to open it.

To make the locked chest, do the following

The Jewelry Box is a container.
The Jewelry Box is in The Classroom.
The Jewelry Box is locked.
The Jewelry Box can hold 3 items.
The Jewelry Box is fixed in place.
The Jewelry Box is openable.
The description of The Jewelry Box is "An ornate box!"

You must state that your object is openable, but if you state your box is locked, it can only be opened with the key. Without this your box will never be opened.

To make the key, do the following.

A Small Key is in The Hall.
A Small Key unlocks The Jewelry Box.
The Description of A Small Key is "A tiny gold key!"

It is a good idea to put they key in a different room, but it does not need to be. The keys and the containers can be called anything.


Wednesday, 2 October 2013

How to Make Closed and Opened Containers

Containers which are closed must be opened by the player to revel it's content, but open containers tell the player what the objects are within without opening it. There will be a tutorial on how to make locked containers later on, this type of container must have a key to be opened but we will get onto this later.

To make a closed container do the following. Your container can be called anything.

The Jewelry Box is in The Classroom.
The Jewelry Box is a container.
The Jewelry Box is closed.
The Jewelry Box is openable.
The Jewelry Box can hold 3 items.
The Jewelry Box is fixed in place.
The description of The Jewelry Box is "An ornate box!"

Additional Information

If you want your box not to be picked up type. 
The Jewelry Box is fixed in place.

If you wan't a description type. 
The description of The Jewelry Box is "An ornate box!"

If you want to specify the maximum amount of items which can be stored in your container type.
The Jewelry Box can hold 3 items.


For an open box, change closed to open in the second sentence.

The Jewelry Box is in The Classroom.
The Jewelry Box is a container.
The Jewelry Box is open.
The Jewelry Box is openable.
The Jewelry Box can hold 3 items.
The Jewelry Box is fixed in place.
The description of The Jewelry Box is "An ornate box!"




Tuesday, 1 October 2013

How To Make Simple Objects

When I say, simple objects I mean non usable object things like, cases, broken items etc. These are items which have no use what so ever. We will get on to other items like keys, locks, weapons and so forth later.

The first thing you will need to do is think of the name of your object, in my case it will be a broken pen.
(I like to list sentences down.)

A Broken Pen is an object.

Then you must state where the object is, mine will be in the classroom.

A Broken Pen is an object.
A Broken Pen is in The Classroom.

Remember to make the room before you make the object.

You can also add a description, but it is not needed.

A Broken Pen is an object.
A Broken Pen is in The Classroom.
The description of A Broken Pen is "Just a useless piece of rubbish, if you ask me."


Monday, 30 September 2013

How To Make Rooms

The very first thing you will need to know is that inside and also outside are all classed as rooms. Wherever the location is is is a room. The room in which the player starts in coded slightly different than other rooms which are connected, to it. Sort of like a spider's web.

To create you first room, (the one where the player starts at) do the following

The Lounge is a room.

Simple, but to add description you must do this, (descriptions of the room must be put between speech marks " ".

The Lounge is a room. "You are standing in the middle of the lounge, Nobody is in the room with you only the sound of the TV floods your ears. To the east is The Kitchen."

Now to learn about directions. Other rooms must be connected to the one made in the beginning.

North, east, south, west, in, out, down, up, southwest, northwest, southeast, northeast

These are all the possibilities and connections you can make for any rooms, or places.

To add a room connected to the starting room, do the following. Remember to add the exits in the description of your rooms.

The Kitchen is east of The Lounge. "Full of cooking equipment, the smell of freshly baked bread wafts around you. To the west is The Lounge."

You do the same with rooms connected to any other rooms, only the room the player starts in is different.

Have any questions, just post a comment, anyone can comment. And it will be answered in the comment section ASAP.

How To Start A Text Adventure With Inform 7

Hello again. You may be wondering, how do I start my text adventure. Trust me, many people find this very hard. You can start the game in many different ways, which are all unique and can be edited to suit you. You can start the game, displaying a message or even do nothing at all.

All the details added to your game, the better the end result will be, it also minimizes the need to find out about the game, as the displayed message will more than likely tell the player about it, and what's happened before.

Before You Start To Read Below Remember

1. Punctuation is key, remember to add it.

2. The text you want to display, also known and the description goes between speech marks " ".


To display a message do the following

When play begins:
say "It is 1966 and England has just won the world title in the world cup. England is cheering and everyone celebrates, but where you live, the earth is still. You investigate."

If you don't want to display a message then just leave it clear.

This is Just An Example


Sunday, 29 September 2013

Top 5 Interactive Fiction Games

Hello there again. In this post we will be discussing the top 5 text adventure games of 2013. Every year there will be a top 5 list of text adventures that you can try out and see what you think. Hope you like them all. Note: these are listed in my opinion of playing them.

1. Bronze by Emily Short

You are a young woman returning to the castle of the beasts after your short trip to your sister's house. The game asks you whether you have played interactive fiction games before, if not you will be automatically placed on novice mode, if so you will be playing on a more difficult mode of game play.

2. Blue Lacuna by Aaron A. Reed

This is truly a very large novel based game, with many npc characters to anger or befriend. As you progress through the game you encounter new worlds and places. You may have played text adventures before, but you have not played one this detailed.

3. Dragon by Craig Dutton

This is the most hardest and mind boggling text adventure I have ever came across. You should think of cracking its many puzzles.

4. Zork by Infocom

You can't beat the classics, Zork was one of the first text adventures to be made, it is over two decades old. Don't forget the older ones.

5. Island Of The Magi by Craig Dutton

Can you discover the truth about the island of the magi. Island of the magi tests you to see what ability you have, and tests you to the limit. Can you complete the game?

How To Get Started With Inform 7

Before you can start making your game you are going to need the program to put your code and run the game. Note: When I say ' Code ' it's not all the mumble jumble, < or >. Its pure English language.

This is why I like Inform 7. It is quite difficult to use so this is why I run the Inform 7 Handbook. You can make a game in no time, and if you need help y
ou know where to come.


1. So, the first thing you need to do is go to http://inform7.com/download/

2. Find the relevant download for you computer, there is a Linux, Windows, Penguin, and Mac.

3. When the download is complete, you are ready to run Inform 7.

Saturday, 28 September 2013

What Is An Interactive Fiction Game?

The first interactive fiction game, also known as a text adventure was released in the late 1980's. One of the first games was called Zork later to have two more Zork games made after it.

Text adventures can be made in many different platforms, but inform 7 allows you to make vertically anything you want. Other platforms may only let you use the tick box options, but everyone has their own opinions.

Interactive fiction games, don't have pictures, well with the odd exception you can add pictures or possibly backing music to your game. But in the late 1980's the only thing you could add was text, that's it.

I prefer to keep an original feel to my games, and to just use text and add minimum modern things to it, but that is for you to decide.

Text adventures appear as one block of text, with a command box. You can examine objects, look around, take stuff, unlock and open chests and so much more.

Friday, 27 September 2013

Welcome To Inform 7 Handbook!

Welcome to Inform 7 Handbook!

You have made it, the one place where you can find the answers and guidance to creating your own interactive fictional game. The way inform 7 runs its language varies in a vast way to the way the English language works.

But in this blog, we will help you personally to create your game. Within seconds you will find what you are looking for and you will be able to add it to your game in the matter of moments.

Our team, will try to help you in every means necessary, to make your game a success. With easy to function web tools it is even easier to navigate around our growing sight, and find what you are looking for.

So please take a look around, feel free to use any tools available and please continue to use your imagination to create an interactive fictional game worth playing, spend the time and earn the prize.