Creating Interactive Fiction with Inform 7 - The Gameshelf
september 2010 by infovore
"More important: the game, Sand-dancer, is a good game. It is not the sort of example that exists to have one of everything in the manual. It is the sort of game that exists to make IF better. Aaron puts it together on your workbench. You can see the parts going in, and I don't mean rules and action constructs now; I mean character, background, voice, theme, and narrative drive. He explains what he's doing, and what each game element is for. He talks about story structure and shape of interactivity. He discusses what you have to do to get the player involved and what you have to do to put the player in control." This sounds great. Add-to-cart.
if
inform7
interactivefiction
books
september 2010 by infovore
Aaron Reed - Experiment 1 — 1 of 1
july 2010 by infovore
"The story description is "Giving objects in a story world symbolic weight has often been done by hand, but rarely procedurally. Here's one method for doing so."." This is stunning.
inform7
metaphor
symbolism
literateprogramming
july 2010 by infovore
>TILT AT WINDMILLS: Creating Interactive Fiction with Inform 7: Coming August 2010
july 2010 by infovore
"The book assumes no prior knowledge of programming, but also doesn't treat I7 like a regular programming language: loops, for instance, are barely mentioned. In fact, Thinking in Inform 7 might have been a good title." This sounds great.
if
interactivefiction
books
programming
inform7
july 2010 by infovore
Rule-Based Programming in Interactive Fiction
july 2009 by infovore
Andrew Plotkin on some of the design of Inform 7, and rule-based programming as it applies to IF. Long story short: everything is exceptional, and designing systems to support the kind of stories IF authors want to tell is hard.
programming
games
design
language
parsing
rules
if
interactivefiction
inform
inform7
parser
july 2009 by infovore
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