Interactive Fiction 1 – Planning and Structure
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We covered the bare basics of creating parser-based Interactive Fiction in TADS 3 Lite and Inform 7 in the prior post. This time we’re going to dig a little deeper into planning and structure, and ways to keep your IF projects organized.

I’m a planner. The following is my personal process. It’s going to be a shorter than usual blog entry, focused more on design and logistics than technical elements.

Planning

Coming up with an entire game on the fly can backfire on you pretty hard. Game development is a series of design decisions, and you’ll be making them whether you realize it or not. It is better to make them intentionally before you spend time implementing code that you might have to delete later.

There are a lot o…

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