Hi there everyone. I am new to designing my own interactive fiction. And I have decided that I will make an interactive fiction game.
When I need to learn something new I usually embark on an ambitious project. If it takes me a long time to get done and is very difficult to accomplish, then I am happy. The insane dopamine kick I get when it’s done is like no other. I’m just one of those people.
Anyway, I want to know if it will be possible to accomplish an interactive fiction game with the following features:
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COMPLEX STORY BRANCES: I have heard that Inform 7 can help me design rich and complex story branches with multiple endings depending on what the player decides to say or do. That is great! So I should be able to implement multiple story branches that have consequences for behaving well and multiple story branches that have consequences for behaving badly? My player’s choices must matter (morality system).
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SIDE QUESTS: If the above is true I should be able to design some simple side quests that grant players rewards, yes?
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INVENTORY: Speaking of rewards. My players are going to need a place to keep a bunch of unique items that they can use to influence their game experience. Will an inventory be possible? Is it also possible to limit the size of the inventory? Things like item weight and encumbrance from Skyrim and D&D come to mind.
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CRAFTING MECHANIC: Will it be possible to design and implement a crafting mechanic so that my players can craft a few items of their own? It wouldn’t need to be super complex. Just something as simple as combining items, a new item is added to their inventory, and the ingredients get removed from the inventory. Would that be possible? If so, will it be possible to combine items that were crafted to create new items? Obviously, players will not be able to craft ad infinitum. There will be limits.
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SKILLS AND ATTRIBUTES: Will I be able to design and implement a skills and attributes system like a traditional RPG? If so, will I be able to have my players “equip” certain items and weapons that are in their inventory in order to better or alter these skills and attributes?
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XP AND LEVELLING UP: Will I be able to level these skills up by completing actions and gaining XP from certain actions? And what would that kind of progression look like? Will I be able to code in a way for players to choose a “Class” before they start and then have a single-track level progression or will I be able to code it in such a way so that my players start with generic skills and can decide to mould their character’s abilities in a certain direction like Skyrim? If I am being honest, I’d much prefer the latter based on the kind of story I am writing. But if it is only possible to do the first option that’s OK too. It’s really not the end of the world.
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PUZZLES AND COMBAT: I am currently looking at different combat mechanics to use for this game. I like the idea of the ATTACK system used in Kerkerkruip. But if you guys have better or more interesting options, please let me know. With that said, I do know that most of the game will have puzzles and mysteries to solve in order to progress along the main storyline. Similar to the works of J.K Rowling and possibly Dan Brown.
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MAGIC SYSTEM: I am also looking for different ways to implement a magic system. I am very keen on figuring out a way to make the magic system in The Reliques of Tolti-Aph work for me. My magic system doesn’t work with scrolls but the players will still need to be taught the spells in order to acquire them for use. So maybe I can wrangle a way for the players to only type in a “learn spell” command after a required interaction with a specific NPC? Would something like that be possible? If you have other suggestions for interesting magic systems please let me know!
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HEALTH POINTS: I would also very much like to know if it would be possible to code a way to track health points? And other more psychological values like what Call of Cthulhu does for insanity? And would it be possible to make it so that if certain values are equal or greater to a certain number that certain story branches are thus triggered? And others are no longer available?
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LOCATIONS: Luckily for the most part my story takes place at a dusty old university so there will be plenty of space for lots of rooms to explore and go to. But would it be possible to code sort of a fast travel option? I think it will be problematic to the story if players need to walk through a bunch of rooms and hallways on a long route from one end of the university to another. I want my players to be able to explore a little bit to find and do some interesting things. I essentially want it to be semi-openworld. In the sense that they are free to explore as much as they want. But there is only one region to explore, the university grounds.
DISCLAIMERS:
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I am basically only asking for yes, no, or maybe answers to these questions. I am not at a stage now where I can go in-depth into how these elements are to be done. That would take forever. And I first need to learn the basics of the Inform 7 language. I just need to know if these will be possible or not. So, rest assured you don’t need to help me with getting the coding to work right now.
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The story comes first! Even if some or all of these things are doable. If they negatively affect the narrative impact of my story I won’t really use them. If you feel that one or more of these options will dramatically affect a narrative please don’t be shy to share how it changes the narrative. I’m not claiming that this story is the best story ever written. Quite the contrary actually. I think it could use a whole lot more work. Nevertheless, this story is very near and dear to me. So, I don’t want to muck it up on account of a fancy game mechanic.
Thank you.