version 1/110101 by Edward Griffiths
- Chapter: How to Write an Adventure Book
- Section: Introduction
- Section: Version History
- Section: Setting Up a Page
- Section: Choices
- Section: Pages Without Choices
- Chapter: Advanced Features
- Chapter: Integrating Inform 7 Code
- Section: Relationships
- Section: The Adventure Book Phrasebook
- Section: New Commands
- Section: Running Inform Code
- Chapter: Changes From the Original Adventure Book
- Chapter: Examples
- Example: * Simple Choices - The basics of setting up a story with choices.
- Example: ** Conversation Trees - How to create dialogue menus with story characters.
- Example: ** Lockable Door - How to create a door that can be locked or unlocked from the inside or outside by using an inventory item.
- Example: ** Adaptive Text - How to change what's written on a page based on the game state.
- Example: *** Winning and Dying - How to add traditional "win" and "die" messages to your games.
- Example: **** Combat System - Using the "run inform code for..." phrase to add functionality.
- Example: **** Placebo! - A complete adventure game in Adventure Book format.
Chapter: How to Write an Adventure Book
Adventure Book for Inform 7 is a recreation of the behavior of Jon Ingold's Adventure Book programming system. It offers a reasonably simple syntax for people who would like to create Choose Your Own Adventure style programs without a lot of hassle, but it also allows for some advanced features to make your program feel more like a real game -- changing conditions, inventory items, and magic words.
This documentation assumes some familiarity with Inform 7, but it's written with beginners and non-programmers in mind.
Special thanks to Jon Ingold for his feedback in the development of this extension. Comments are welcome at firstname.lastname@example.org.