Additional Resources

Example Inform 7 Projects with Released Source Code

Office Hours

I will have extended office hours this week for discussing final projects. My office is at the UB main campus, AC 200B. If you cannot come to the main campus, you can also request a google or skype chat or, as always, email me with the current version of your code and your concerns. I will try to respond to all queries as quickly as possible.

  • Wednesday 5/4: 11am to 3pm
  • Thursday 5/5: 11am to 5pm
  • Friday 5/6: 10am to 12:30pm

Remember, your final project is due by email May 13th at 11:59pm. Watch for a confirmation of receipt. You’ll receive your final grade and feedback on each aspect of the rubric within a few days.

Enjoy your summer!

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Last Class: Playtesting Party

Wrapping up your Game

  • Revisiting your design plan
  • Spell-check descriptions
  • Fixing bugs
  • Property Checking
  • Using the Skein
  • Abandoning complexity
  • Checking the skein
  • Ending the game

Resources for Debugging

As you playtest your classmates’ games, consider these questions:

  • Is the environment clearly developed?
  • Do you have a sense of where I am? Of who you are playing?
  • Can you interact with the environment? Do the interactions seem natural?
  • When are you thwarted? Frustrated?
  • Are there other characters to meet? Can you converse with them?
  • Do your choices make sense?
  • Do you feel a sense of progression?

Guidelines for Final Submission

For your final submission, I need a copy of your complete Inform 7 source text and the compiled release (usually a .blorb file). This can be emailed as a .zip to anastasia.salter (at) gmail.com. Storing your project in a public dropbox (or another cloud-based file sharing service) and emailing me the link is preferred.

You are not required to release your IF publicly: however, if you choose to do so, it is recommended that you use the web release packaging tool to automatically generate a web space with all the associated materials. If you do release, I suggest submitting your work to the IF Archive. “Release along with a website” generates an upload-ready framework.

If you are considering refining your final project further, I recommend you consider submitting to next year’s Interactive Fiction competition. Sign-ups for the fall competition should be available soon, and this is a great way to find an audience and potentially gain recognition for your work.

Remember that your final project is due by May 13th at Midnight.

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Building Character

Workshop: Characters and Dialogue

Working with Conversation Extensions

Recommended: Aaron Reed’s Conversation Framework

Adding the Playable Personality

Remember, your last in-class code check in is next week. Email me your code: 5000 words (3000 minimum). A good final game will be approximately 7500-10,000 words.

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Time and Scenes

Sand-dancer Chapter 8

In Class Collaborative Debugging

In groups of 2 or 3, debug and analyze problems in your current code. If a game compiles, playtest the game and discuss the next stages. What scenes does the game require to allow the narrative to advance? What are the potential outcomes of the game, and how will the player reach them?

Remember that your narrative should be the length of a short story to allow for completion by the deadline–focus on pivotal scenes rather than details.

Use your time wisely to work on coding. Your last check-in will be on May 3rd. Ideally, you should have 5000 words at that stage (3000 minimum). During next week’s class, we will work on building character behaviors and creating conversations. At our final in-class meeting, we will discuss how to complete your game to a playable state.

Your final game is due by midnight on May 13th.

Expectations for the Final Game

  1. Setting: at least five well-developed areas with multiple objects and use of both scenery and descriptions. Objects listed in the descriptions should be available in the environment. Movable and immovable objects should behave appropriately and be clearly distinguished. (If the game is confined to a single room, there should still be a range of possible interactions and scenes, memories or flashbacks with developed spaces.) 10 possible points
  2. Narrative: clear beginning, ending(s), and conflict. Use descriptions of environments, object-triggered information, and at least three scenes to create the progression. The player’s actions should clearly impact the narrative, and scenes should be revealed through the solving of puzzles or movement through the environment. 10 possible points
  3. Characters: developed characters and at least three conversations / interaction possible, even if that might be a nontraditional choice (for instance, your character might not be capable of speech, but an encounter with an NPC is still possible.) If your character is alone in the game world, the character’s personality should be revealed through actions with the environment. 5 possible points
  4. Puzzles: at least five clear obstacles for the player to overcome. These might include using objects to get in/out of a space, finding an item or making a connection within a time limit, or appropriately interacting with an NPC to gain a valuable point. 5 possible points
  5. Rules: develop and use rules to handle interactions with the environment. This might include managing lighting in different areas, assigning your player traits or knowledge as objects and using that information to advance the story, adding or removing actions to suit your character’s abilities and environments, or creating new classes of objects to interact with. 5 possible points

A Level Work: Will contain all of the above, compile without errors, include few or no mistakes in spelling or game logic, and show the coherent execution of an original game concept. A-level work will go beyond the requirements and include additional interactivity and narrative.

B Level Work: Will contain all of the above, compile without errors, include some mistakes in spelling or game logic, and show the complete execution of an original game concept. B-level work should include a few elements that go beyond the minimum requirements.

C Level Work: Will meet all of the above requirements but might include errors in code or game logic. Shows an attempt to complete a game concept, but the idea might be derivative or poorly realized.

D Level Work: Will not compile and is missing several elements of the requirements. An attempt was made to complete the game, but the result is unplayable.

Failing Work: Work is not submitted by the deadline or fails to include most required content.

Additional Resources: Inform 7 Handbook

Remember to email your code for the second checkpoint.

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Logic and Interaction

Making Things Work

  • Defining New Actions (or adding to old–don’t re-invent the wheel)
  • Block indentation and Complex Conditionals (174-176)
  • Variables, objects and types (177-188)
  • Phrases and Scene Changing (189-194)
  • Using Lists (194-198)
  • Numbers and limiting factors (200-208)

Learning from Examples: Glass / Play Glass

Adding Combat and Magic

In Class Programming Time

Remember: Minimum 2000 (recommended 3000) words of code for checkpoint two (4/19). Ideally, your code should be playable. If it isn’t, come prepared with specific questions on problems you’ve been encountering. Code should be emailed to asalter (at) ubalt.edu as plain text (pasted into email is preferred) before the start of class.

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Building your World

Updated gradesheets and design document feedback will be distributed at the beginning of class. Remember, your remaining projects will be in either the peer review category (in-class exercises and playtesting) or the final project. Extra credit will be available only through completion of an exceptional final project. Game design documents will be accepted late but at a substantial penalty. If you have any questions about your grade, feel free to email me or set-up an individual consultation.

Working from a Model

Aaron Reed’s Sand-dancer (current stage)

In-class: play the early version of Sand Dance and analyze the source code

Building your Objects and Rules

Group Debugging

In groups of 2-3, compare initial code and discuss:

  • How are your environments constructed?
  • What objects are you building?
  • What rules do you need to put in place?

Look for overlapping needs and develop solutions that can be altered and applied to multiple projects.

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From Design to Development

Game Design Documents Due!

Report in class: share your game idea in its semi-final form in a brief pitch (approximately 2-3 minutes) covering your game’s general plot and gameplay. Remember to listen to your peers’ ideas and look for similarities, as you’ll want to work with them for the next stage of debugging.

In Class: Inform 7 — Beginning Your Game Development

  • Structuring your Code (96)
  • Describing Things (75-76)
  • Best Practices: Using BENT (Bracket Every Notable Thing, 77)

Expectations for playtesting and debugging session one: Bring your code in progress next week, even if it doesn’t compile. You will work with small groups (ideally with others in your game genre) to continue developing your game and build your environments.

You are responsible for a source text of at least 500 words by the first session. Email your source (paste the text directly into the message) to asalter (at) ubalt.edu before the start of class, April 5th.

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Creating Things

In groupse of 2-3, play through the maps you’ve created of your world. Players should not see your map: as their guide, you will describe to them where they are and what there options are for moving forward. In essence, you are acting as your own IF interpreter, responding to their questions about the environment and giving the consequences of their choices.
Time will be allotted in class to play through a section of each game. As the “Dungeon Master”, you should take notes on:
  • Questions players ask about your environment that you find interesting
  • Actions players attempt that you did not expect
  • Reactions of players to the choices you present
Remember to hand in your notes with your world map.
Inform 7: Building Objects

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Introduction to Inform 7

Structuring the Game Design Document

Key points for Interactive Fiction:

  • Planning the Story Arc (make sure you have a beginning, middle and end–even if the experience isn’t traditionally linear!)
  • Defining the Player Character (or player characters — even a “blank slate” character will need to have a relationship to the environment)
  • Mapping your World (remember to include the visual map and define the space and context, and consider significant objects and their place / mobility)
  • Significant Decisions and Outcomes (use Emily Short’s Bronze map as a model to communicate your structure–consider what types of interactions the player is capable of, who and what the player will interact with, and which nodes are most crucial)

Remixing Your Idea

Inform 7: Practicing with a Simple Game

Writing a basic text-adventure

Due  March 15th by the start of class:

Email the source code (copy and paste) for your first practice game to asalter (at) ubalt.edu

Other Resources:

RPG Rules Example

Writing with Inform

The Recipe Book

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Peer Workshop

Game Design Document: Peer Workshop

In small groups, reflect and respond to one another’s game design document. Ask constructive questions to help you peers refine their designs. Remember, it’s not your job to make their game idea look more like something you would play or create, but it is important to help your peers realize the best version of their idea that is possible.

Character Design: Peer Workshop

50 Greatest Video Game Characters

Character Questionnaires

Choose a character from your design (one of the game principles) and answer questions as your character. The rest of the group should ask questions ranging from the mundane to the specific: what is your favorite color? Your ambition?

Level Design

Emily Short’s Bronze
Upcoming Assignment: World Map

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