A collection of examples on how to implement various gimmicks and effects by using pure Alan code. Examples are organized following The Inform Recipe Book that ships with Inform 7 — hopefully, in the course of time this will become a full fledged book, like its i7 counterpart.
Table of Contents
These are the currently available book chapters and sections — the number of examples in each section is indicated within round brackets:
- 1. How to Use The Recipe Book
- 8. Vehicles, Animals and Furniture
- 8.2. Ships, Trains and Elevators (1)
- 10. Physics: Substances, Ropes, Energy and Weight
- 10.11. Mathematics (1)
If a section indicate zero examples, it means that only the introductory text has been written, to provide guidelines for contributing examples.
The above task list is used to track the status of the various chapters and sections, where a check mark indicates that the minimum requirements have been met to declare a chapter or section sufficiently complete.
WIP NOTE — The recipes collection is still a work-in-progress. The TOC below illustrates how the collection will ultimately look like, but only sections with available contents have active links. Providing the full TOC should help planning examples contributions.
- How to Use The Recipe Book
- Adaptive Prose
- 2.1. Varying What Is Written
- 2.2. Varying What Is Read
- 2.3. Using the Player's Input
- Place
- 3.1. Room Descriptions
- 3.2. Map
- 3.3. Position Within Rooms
- 3.4. Continuous Spaces and the Outdoors
- 3.5. Doors, Staircases, and Bridges
- 3.6. Windows
- 3.7. Lighting
- 3.8. Sounds
- 3.9. Passers-By, Weather and Astronomical Events
- Time and Plot
- 4.1. The Passage of Time
- 4.2. Scripted Scenes
- 4.3. Event Scheduling
- 4.4. Scene Changes
- 4.5. Flashbacks
- 4.6. Plot Management
- The Viewpoint Character
- 5.1. The Human Body
- 5.2. Traits Determined by the Player
- 5.3. Characterization
- 5.4. Background
- 5.5. Memory and Knowledge
- 5.6. Viewpoint
- Commands
- 6.1. Designing New Commands
- 6.2. Writing New Commands
- 6.3. Modifying Existing Commands
- 6.4. Looking
- 6.5. Examining
- 6.6. Looking Under and Hiding
- 6.7. Inventory
- 6.8. Taking, Dropping, Inserting and Putting
- 6.9. Going, Pushing Things in Directions
- 6.10. Entering and Exiting, Sitting and Standing
- 6.11. Waiting, Sleeping
- 6.12. Other Built-In Actions
- 6.13. Magic Words
- 6.14. Remembering, Converting and Combining Actions
- 6.15. Actions on Multiple Objects
- 6.16. Alternate Default Messages
- 6.17. Clarification and Correction
- 6.18. Alternatives To Standard Parsing
- Other Characters
- 7.1. Getting Acquainted
- 7.2. Liveliness
- 7.3. Reactive Characters
- 7.4. Barter and Exchange
- 7.5. Combat and Death
- 7.6. Getting Started with Conversation
- 7.7. Saying Simple Things
- 7.8. Saying Complicated Things
- 7.9. The Flow of Conversation
- 7.10. Character Emotion
- 7.11. Character Knowledge and Reasoning
- 7.12. Characters Following a Script
- 7.13. Traveling Characters
- 7.14. Obedient Characters
- 7.15. Goal-Seeking Characters
- 7.16. Social Groups
- Vehicles, Animals and Furniture
- 8.1. Bicycles, Cars and Boats
- 8.2. Ships, Trains and Elevators
- 8.3. Animals
- 8.4. Furniture
- 8.5. Kitchen and Bathroom
- Props: Food, Clothing, Money, Toys, Books, Electronics
- 9.1. Food
- 9.2. Bags, Bottles, Boxes and Safes
- 9.3. Clothing
- 9.4. Money
- 9.5. Dice and Playing Cards
- 9.6. Reading Matter
- 9.7. Painting and Labeling Devices
- 9.8. Simple Machines
- 9.9. Televisions and Radios
- 9.10. Telephones
- 9.11. Clocks and Scientific Instruments
- 9.12. Cameras and Recording Devices
- Physics: Substances, Ropes, Energy and Weight
- 10.1. Gases
- 10.2. Liquids
- 10.3. Dispensers and Supplies of Small Objects
- 10.4. Glass and Other Damage-Prone Substances
- 10.5. Volume, Height, Weight
- 10.6. Ropes
- 10.7. Electricity and Magnetism
- 10.8. Fire
- 10.9. Heat
- 10.10. Magic (Breaking the Laws of Physics)
- 10.11. Mathematics
- Out of World Actions and Effects
- 11.1. Start-Up Features
- 11.2. Saving and Undoing
- 11.3. Helping and Hinting
- 11.4. Scoring
- 11.5. Settings and Status Checks During Play
- 11.6. Ending The Story
- Typography, Layout, and Multimedia Effects
- 12.1. Typography
- 12.2. The Status Line
- 12.3. Footnotes
- 12.4. Timed Input
- 12.5. Multimedia Effects
- Testing and Publishing