I downloaded I7 about a year ago with only a slight interest in creating adventure games/interactive fiction/etc. and because the interest was only slight, I hadn’t really TRIED to learn it until now. However, lately I7 has been fascinating me and I’m really keen on creating an adventure game set in the world of Batman (go figure, eh?). However, even after reading the documentation/recipe book and what have you, I feel like I’m just not grasping what I assume are probably stupidly simple commands. So if you guys could please help a beginner in the way of this fantastic program, it would be much appreciated. I will try to be as detailed as possible about my issues, so please bear with the lengthy post
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I’m having difficulty understanding the basic concept of walking into a building and being inside of a room. Should all/most places be described as rooms and then further rooms should be placed INSIDE of another to create the effect of a building? Or does one define something as a “building” and then create rooms inside of it? To apply it to my game, basically, you begin in the center of a city (outside) and can choose 1 of 4 cardinal directions. I would like the player to be able to go N (for example) and approach a building and then after that, decide whether or not they want to enter said building. If they decide to enter, then they obviously would be in a room contained in the larger building (which has been defined already obviously). What I7 doesn’t seem to like is that I’m trying to say that the “lobby” (the room upon walking in) is inside of the larger building and therefore it thinks that I’m trying to describe the larger building twice. Is there some simple thing I’m missing here? Just to say “enter the building and now you’re in x room”?
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Being in a particular position and having to LOOK in a certain direction in order to notice a particular item. In my game, when standing in front of a certain building, I would like to somehow suggest to the player that they should look DOWN in order to discover a particular item on the ground. The closest I can get right now is just to flat-out say that there’s an item at their feet and from there they will be able to examine it/pick-up–but obviously this requires no sense of looking whatsoever and I don’t want the item to be immediately described upon reaching the location. Though this could probably be answered with the previous statement, I would also like for a player to be able to look UP and notice something at the very top of the building (but the something isn’t an item, so a simple description would suffice).
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Another incredibly simple one I imagine–starting the player with an item and (maybe not so simply) having the item interact with something, all before the banner text. As sort of the “opening scene” I would like the player to have an item referred to as “change” on them (I was going to initially have the player have x amount of change, but I have a feeling as a beginner that trying to factor in a loss and/or gain of money would be a tad over my head). Then immediately after introducing the starting location vaguely, an item would be mentioned that one must put the change into. After doing so, an explanation further detailing the broad location of where the player is should appear. Then after that explanation text, the banner text would appear and the game would “begin” (so to speak) with the player being in a specific place (the aforementioned center of the city).
Again, thank you very much for any and all help you can provide–I’m really looking forward to getting the ball rolling on this project.