Well, one of the nice things about making text games is that they run on comparatively low-spec machines. (These days they’ll run on a lot of people’s phones, OS permitting.) I’m using an old reconditioned office pc with “only” 3.8 G of RAM and Inform 7 runs and compiles quite happily on it. I suspect that unless your present pc is over 20 years old, it will run I7 ok – but of course I appreciate there may be other reasons you’re reluctant to trust it with your work (like a dying hard disk, or a twitchy OS.)
Anyway, yes, once you download and intall I7 on your laptop, you’ll be able to work offline. When you start making a new game the wizard walks you through where you want to save it, and after that it’s just a matter of hitting CTRL-s. They’re perfectly ordinary files as far as your OS is concerned so you can back up your work to anywhere you like (the cloud, for example.)
Re: death. Inform is designed to be a single-player system, so it simply has a global “flag” (a variable that can only be either true or false) to indicate whether the player is dead or not. Dead = game over. Obviously since you’re going to have more than one player you’ll have to handle it differently. Nothing to stop you having a death-flag for each player, if you wanted.
Re: combat. One of the limitations of a text-based system is that it can be difficult to explain what exactly is happening during combat. Andrew Plotkin once said that combat is a problem in time and space (because you have to arrange for your weapon to occupy the same space as your opponent at the same time.) But text is very poor at describing exact spatial relationships.
To see what I mean, try writing a room description that will let a player work out that if he climbs on top of the piano, he can reach a ventilation duct high up on one wall – without saying so outright.
But if you draw a picture of the scene, it’s pretty simple, isn’t it? Pictures and text have different strengths and different weaknesses.
So one of the big problems of combat in a text medium is that it can get pretty boring, if all the player can do is type “hit ogre with sword” over and over until the dice gods favor him. In order to make the game interesting, the player needs to have to choose between different strategies.
If you haven’t already seen it, I’d have a look at the recipe book: example 113 “Don Pedro’s Revenge” always looked like a fun system to me.
Getting a bit long. Comments on the scene change machinery in the next post.