Making a choice-based game in Inform

Oh, in some beta-y capacity?

-Wade

I dunno if Amanda is doing anything more formal, but my understanding is that the system’s been implemented in the latest version of Inform (available via GitHub) but since the documentation isn’t completed it hasn’t been formally released. But as always I’ll tag @Zed to make sure I’m not making a fool of myself.

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In the “can an idiot read the docs, understand them, and make something” capacity.

It’s extremely cool and will be widely used for choice in Inform. I don’t know if the version I’m futzing with is available.

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Does anybody know when this next version is coming? I have a few choice sections in my WIP and would love to handle them without extensions (and without making my own rickety solution)

Nope, nobody knows yet when the next version is coming.

Winds of Winter, Elder Scrolls 6 and Inform 10.next are all slated to release on the same day.

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It was almost 7 years between 9.3 and 10.1. It hasn’t even been 2 years since 10.1…

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Oh I know, I’m just being impatient and entitled.

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A question for @mathbrush . I’ve managed to get Bisquixe working (took a bit of poking – that’s what I get for insisting on linuxing everything), I can release the test game, but I can’t test it in the story panel of the Inform IDE.

Is that a known limitation, or is that my bug?

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It depends on what features you are using. Hyperlinks, images and sound should work in the test panel, CSS and other features that are part of HTML should not. So if the game’s not running at all, that’s certainly a bug and one I’d be happy to help with

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The result is success, but the story panel itself is blank. I commented out all the CSS in the example but it failed anyway.

I downloaded Glulx Entry Points from here. I don’t think that can be the problem since the release does work.

I’m afraid it must be related to my system: my Inform IDE install has been moderately unstable so far. Not sure if @ptomato can help with it.

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If you want to dm me the zip file or email me at brushton84@gmail.com I’d be happy to take a peek at it. No need to, of course.

I confirm it’s something with my Linux IDE. I’ve copied the project folder to a Windows machine and the same code didn’t cause the same problem.

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@Pseudavid can you tell me more about what was going wrong with it?

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I installed Bisquixe by mathbrush and its dependencies, then I created a new project with the code from this post.

Releasing the game works, but testing it in the IDE doesn’t. According to @mathbrush:

Hyperlinks, images and sound should work in the test panel, CSS and other features that are part of HTML should not.

Hyperlinks don’t work in my IDE. I’ve tested the exact same code in Windows and they work.

I understand this is a corner issue and I’m probably not going to use Bisquixe anyway, but perhaps this is related to some bigger bug or something.

I’m using the current Flatpak on an up-to-date EndeavourOS distro (Arch derivative using Arch repos).

@Pseudavid Thanks! Hyperlinks are supposed to work, so a test case is very helpful.

On the current Flatpak version the whole IDE just crashes when I compile that project. Oops!

On my development build I see the Moby Dick text but there is indeed no hyperlink.

I’ll have to fix both of these things obviously, but I assume you saw the latter behaviour?

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(See Issue navigator - Inform: The Bug Tracker)

Yes. The text was printed correctly but without a working hyperlink.

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Please do yourself a favor and use Twine (or even Quest) if you want a choice-based game. Not only it is easier than Inform (I know as I’ve used both), but it also makes more sense.

Inform is better suited for classic text adventures.

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I’ve used Twine for almost a decade, and made what is often regarded as one of the most complex Twine games ever. I’ve also used and abused ink and Gruescript. And there’s absolutely no way I can write the game I have in mind using them. My Inform pre-prototypes, on the other hand, have worked with little difficulty.

[EDIT] Also, I feel that Inform 7 plays well with my limitations as a programmer. I often have long interruptions during which I can’t work in my game for weeks, and when I come back I have literally forgotten what a Javascript is or what any of my variables do. Inform, with its laser focus on readability, feels like it could help me with that.

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