Given recent discussions about visual elements and hyperlinks in parser games (Dialog, Bisquixe), it seems appropriate to demonstrate these features in an Inform 10 port of Cloak of Darkness.
I had several goals for this project. I’ll list them in order of ascending complexity.
- A styled page with light and dark modes
- Light and dark mode should be toggled via hyperlink
- Include a scaled image
- Satisfy a “wait for any key” prompt with a “click here to continue”
- All printed names for things and directions should be hyperlinks
- linked things should trigger an examining action
- linked directions should trigger a going action
- print a programmatically generated “command” bar
- The command bar should print before the command prompt (after every input)
- Only one command bar should be visible at any time to avoid a screen filled with clutter and stale links
- The command bar should be rebuilt after every input based on a number of factors
- Relevant nouns: generate links for the two most-recently interacted with things, provided they are accessible, i.e., no links for things in other rooms
- Applicability: determine if a link is relevant to a specific noun based on criteria (don’t offer a taking link for scenery)
- Priority
- The author should be able to maintain a list of the order in which links are evaluated/displayed globally, and the list should be modifiable during play.
- The author should be able to maintain a list of “override” links for specific nouns, and the list should be modifiable during play.
- The command bar should print before the command prompt (after every input)
- 100% completable using only hyperlinks
- Determine a suitable layout for mobile devices (not yet achieved)
- Portability. Authors using the tactics employed in this port should be able to add new links and modify priorities in a centralized way with minimal effort.
While I’ve hopefully realized all but one of these goals, this does not reflect the full effort. In fact, I had a working prototype over a week ago. However, I had not fully realized the different design perspective required for hyperlink-focused Inform games. That is, how do players interact with this interface? How would authors make use of such a tool?
The color schemes were a lot of work, too, as this is not a strength of mine! I think it might be worthwhile to cook up an extension consisting only of color schemes that an author could inject in their own games using simple rules, ie, follow the greyscale rule. Unfortunately, I do not have the best eye for color. It might be a worthwhile community effort someday.
Cloak of Darkness is very short and should require less than ten minutes to complete. Less than five, probably.
Cloak of Darkness at IFWiki
Original (?) Cloak of Darkness source for Inform 6 and, later, Inform 7
As recent discussions suggest, player experiences with Android devices may be sub-optimal. I’ve been researching this topic, but this isn’t something I can fix with Inform code.
This is a web-only release because many of the demonstrated features are unavailable in a standalone interpreter.
And now, here it is… Cloak of Bisquixe!
I’ll type up something more technical in the Bisquixe reference thread today if I can get to it.
