Index of the Recipe Book


INTRODUCTION ADAPTIVE PROSE PLACE
TIME AND PLOT THE VIEWPOINT CHARACTER COMMANDS
OTHER CHARACTERS VEHICLES, ANIMALS AND FURNITURE PROPS: FOOD, CLOTHING, MONEY, TOYS, BOOKS, ELECTRONICS
PHYSICS: SUBSTANCES, ROPES, ENERGY AND WEIGHT PUZZLES OUT OF WORLD ACTIONS AND EFFECTS
TYPOGRAPHY, LAYOUT, AND MULTIMEDIA EFFECTS TESTING AND PUBLISHING

 INTRODUCTION 

    PREFACE

        About the examples
        Basic room, container, and supporter descriptions

    DISENCHANTMENT BAY

        Basic backdrop
        Basic character
        Basic clothing
        Basic descriptions
        Basic door
        Basic holdall
        Basic locked container
        Basic pushable object
        Basic scenery
        Disenchantment Bay 1. The charter boat
        Disenchantment Bay 12. Complete playable scenario
        Radar aboard ship

    INFORMATION ONLY

        About Inform's regular expression support
        Backus-Naur form for rules
        Formal syntax of sentences
        Graph-theory view of relations
        Mathematical view of relations

 ADAPTIVE PROSE 

    VARYING WHAT IS WRITTEN

        Case change for text produced by to say phrases
        Creating our own text variations rules
        Cyclical randomization of named objects
        Filtering text output in room names
        Names of objects change with player's diction
        Otherwise if demonstrated
        Phrase to let us say things some number of times
        Random variations within text
        Say rules for is-are and it/them
        Saying a number in round numbers
        Substituting insults and boasts
        To say rules for insults and boasts

    VARYING WHAT IS READ

        Printed names for complex-named objects
        Understanding names of things, basic

    USING THE PLAYER'S INPUT

        Fish of ambiguous species
        Pig Latin for the player's commands
        Player's erroneous command recorded for later
        Understanding indexed text

 PLACE 

    MAP

        Carousel Room from which exits lead to random locations
        Exits added to a room
        Map rearranged as player wanders so he finds rooms in order
        Maze with randomized room links
        Port Royal 1. A landscape from Jamaica, 1691
        Port Royal 2. With one-way connections added
        Port Royal 3. Divided into regions
        Region off-limits to a player without VIP pass

    DOORS, STAIRCASES, AND BRIDGES

        Deadbolted door unlockable without a key on one side
        Door described differently depending on where it is
        Door kind that describes the destination
        Doors that open automatically
        Plank bridge breaks on being crossed when the player is carrying something
        Readout showing status of all doors
        Staircase kind of door which diverts the CLIMB command
        Staircase kind of door, always open and unopenable

    POSITION WITHIN ROOMS

        Pushing a box between named internal positions in a room
        Rooms with visible exteriors

    CONTINUOUS SPACES AND THE OUTDOORS

        Backdrops which can only be examined
        Continuous space with distant objects visible and automatic room description
        Continuous space with distant objects visible
        Continuous space, simple
        Large objects visible from distant rooms
        Lighthouse whose light can shine in different directions
        LOOK [direction] command
        Signposts to distant rooms

    WINDOWS

        Basic window similar to a door
        Random characters seen through a window
        Window connecting two rooms
        Window that can be opaque or transparent
        Windows in high places

    LIGHTING

        Basic switchable light for a room
        Cloak that makes a room dark
        Dark room which relies on other senses when light is off
        Dark rooms given non-standard description
        Electric light kind of device
        Light levels variable depending on the number of candles the player has lit
        Scope approaches compared
        Shiny items are described as reflecting torchlight
        Torch understood as flaming or extinguished

    SOUNDS

        Noisemaking gadgets which can be heard with LISTEN
        Rooms with sounds of nearby water
        Scope for listening different from scope for seeing

    PASSERS-BY, WEATHER AND ASTRONOMICAL EVENTS

        Atmospheric background events that occur randomly during a scene
        Clouds with random descriptions
        Cycle of day and night scenes
        Randomized pedestrian passer-by
        Scheduling an eclipse

 TIME AND PLOT 

    THE PASSAGE OF TIME

        All actions given different durations
        Instant EXAMINE and LOOK
        Time expressed in units other than minutes
        Time told in 24-hour military style
        Turns take 15 minutes each
        Turns take a quarter day each

    SCRIPTED SCENES

        Hurrying the player on a specific task
        Sequence of background events that plays out in order
        Triggering a new scene when the player does any of several things

    EVENT SCHEDULING

        Appointments at future times
        People who follow a schedule of activities
        Shops open and close at specific hours

    SCENE CHANGES

        Commercial break
        Moving a backdrop during play
        Moving props on and off-stage as scenes start and end

    FLASHBACKS

        Flashback scenes, simple
        Flashbacks with multiple outcomes

    PLOT MANAGEMENT

        Goal-seeking plot manager, simple

 THE VIEWPOINT CHARACTER 

    THE HUMAN BODY

        Disambiguating body parts
        Height of player affects descriptions
        Postures for sitting, standing, and lying down

    TRAITS DETERMINED BY THE PLAYER

        Allowing the player to describe his character before starting play
        Asking the player to choose a gender
        Name of player character selected at start of play

    CHARACTERIZATION

        Another, distinct from the player
        Examining the player
        Restrictions preventing inappropriate behavior

    BACKGROUND, MEMORY, AND KNOWLEDGE

        Box reports whether it has been open
        Characters referred to when absent
        FIND command
        Horribly heavy box described differently after being taken
        REMEMBER command keyed to topics

    VIEWPOINT

        Description related to player preconceptions
        Description varying depending on which avatar the player uses
        Different player characters that see different things
        Player controls multiple player-characters in turn

 COMMANDS 

    LOOKING

        Room description changes after first visit
        Room description changes after note is read
        Room description changes at each of several visits
        Room description given in full each time the player enters

    EXAMINING

        Adding to descriptions without using "after examining"
        EXAMINE always lists contents of containers and supporters
        EXAMINE multiple things at once
        Examining everything at once
        You see nothing special... message replaced

    LOOKING UNDER AND HIDING

        Evidence hidden until item is searched
        Hiding things under other things
        LOOK UNDER shows nothing unless the player has a light
        SEARCH [room] action that opens every visible unlocked container

    INVENTORY

        INVENTORY listing with separate carried and worn items
        INVENTORY revised for other characters
        Wide and divided variations on inventory

    TAKING, DROPPING, INSERTING AND PUTTING

        DROP applies even to objects the player carries indirectly
        DROPPING into and onto things
        PUT and INSERT automatically TAKE first even with multiples
        PUT and INSERT automatically TAKE first
        Scenery taking with a new message
        TAKE action reports where the noun came from
        TAKE prints a description

    GOING, PUSHING THINGS IN DIRECTIONS

        Compass directions renamed
        Exits listed when the player tries a wrong direction
        Falling into a pit when going from darkness to darkness
        First look text added for a newly entered room
        GO BACK command
        GO equivalent to GO OUT
        GO OUT and GO IN determine most appropriate direction if none is defined
        GO UP and GO DOWN determined by room altitude
        Message on leaving a region
        Travel to a room described
        Travel with a pushed object given a new description
        Traveling by room name rather than compass direction
        Traveling by room name, opening doors on the way

    ENTERING AND EXITING, SITTING AND STANDING

        Automatically leaving an object before trying to take it
        Automatically leaving an object before trying to travel
        GET DOWN and DOWN understood as EXIT
        Variety of postures

    WAITING, SLEEPING

        Sleep and waking
        WAIT [number] MINUTES command
        WAIT UNTIL [time] command

    MAGIC WORDS

        Joke command added

    REMEMBERING, CONVERTING AND COMBINING ACTIONS

        ASKing about a conversation topic other than the one the player typed
        Characters killed off by trigger actions
        Device to remember and play back actions
        Redirecting actions to new objects

    ALTERNATE DEFAULT MESSAGES

        Replacing standard action report rules

    CLARIFICATION

        Disambiguation question giving items more explicit names
        Disambiguation question worded in a new way entirely
        USE action which divines rational behavior for a wide range of possible nouns

    ALTERNATIVES TO STANDARD PARSING

        Adverbs used in commands
        Keywords in place of ordinary commands

 OTHER CHARACTERS 

    GETTING ACQUAINTED

        Characters and objects with titles and special articles
        Characters renamed in play
        Murderer chosen randomly at start of play
        People changing their titles during play
        People introduced by relative
        Relations applying to multiple values of the same kind

    LIVELINESS

        Child who asks if we're there yet
        Every turn an opponent plays
        People who do new things each time the player looks
        Person who picks up treasures

    REACTIVE CHARACTERS

        Actions prohibited in the presence of a dangerous character
        Disorderly conduct
        Furniture, resentment of
        Person who comments on the player's every action
        Sleeping person who can be woken in various ways
        Smuggler carrying hidden items

    BARTER AND EXCHANGE

        GIVE action for other characters
        GIVE command extended

    COMBAT AND DEATH

        Command prompt changing to reflect state of combat
        Corpses left behind when a character dies
        DIAGNOSE command
        Multipart objects broken into components by gun blast
        Randomized Combat with Weapons
        Simple Randomized Combat

    GETTING STARTED WITH CONVERSATION

        People who must be greeted before conversation
        TALK TO usage corrected

    SAYING SIMPLE THINGS

        ASK made like SHOW when applied to objects
        ASK, TELL, and ANSWER commands rolled into one
        Asking the player a Yes/No question
        YES and NO handled as conversation

    SAYING COMPLICATED THINGS

        Conversation based on keyword recognition
        Conversation system with recap of past exchanges
        Conversation with multiple options for each conversation topic
        TALK TO command used with scenes

    CHARACTER EMOTION

        Gestures for different characters to make during speech
        Person with emotions about what is said

    CHARACTER KNOWLEDGE AND REASONING

        Conversation where characters seek logical connection to foregoing topics
        Hints leading the player through conversation
        People attempting to detect the murderer
        Person who answers questions based on a common pool of knowledge
        Person who answers what, where, and when questions differently

    CHARACTERS FOLLOWING A SCRIPT

        Princess who makes various remarks

    TRAVELING CHARACTERS

        FOLLOW command
        Multiple people's movements are collated into paragraphs
        Person who finds a path to a destination specified by player
        Person who follows the player
        Person who moves on a pre-determined path
        Person who moves randomly

    OBEDIENT CHARACTERS

        ASK person TO do something, understood
        Issuing vague commands to characters
        People commanded to obey
        People who reject categories of instruction
        Person who gets fed up after being asked to do many implausible things
        Person who obeys almost all instructions

    GOAL-SEEKING CHARACTERS

        Escape action for non-player characters only
        Person who opens a container before trying to get something from it
        Person who pursues his own goals each turn
        Reporting rules for other characters' behavior

    SOCIAL GROUPS

        People listed as a group, with their possessions afterward
        People who interact with each other each turn
        People who move around a party on their own
        Shifting alliances among people
        Shifting alliances demonstrating all relation types

 VEHICLES, ANIMALS AND FURNITURE 

    BICYCLES, CARS AND BOATS

        Car which can only be driven on roads
        Description from inside a vehicle
        Travel requiring a vehicle
        Vehicles that make noise

    SHIPS, TRAINS AND ELEVATORS

        An elevator operated simply by walking in and out
        An elevator which takes the player to alternate floors
        Shipboard directions
        Train that makes station stops

    ANIMALS

        Cat interacting with toys
        Concealed pet who would yip at you if it could see you
        Name of a dog set by the player

    FURNITURE

        Basic enterable containers and supporters
        Chest with a supporting lid
        Drawers where thing is always in the last opened
        Finding the bottom of a pile
        Stool, from which dropped objects fall to the floor

    KITCHEN AND BATHROOM

        Kitchen appliances

 PROPS: FOOD, CLOTHING, MONEY, TOYS, BOOKS, ELECTRONICS 

    FOOD

        Food the player can eat without taking it first
        Food with ingredients affecting the player
        Foods with flavor
        Hunger eventually killing the player
        Poisoned candy chosen randomly

    BAGS, BOTTLES, BOXES AND SAFES

        Bottles with removable stoppers
        Containers referred to by contents
        Letters described as a group
        Object named differently if alone in its container
        Object named differently if next to specific things
        Safe that can be opened with a combination

    CLOTHING

        Clothing kinds
        Clothing that layers
        Clothing with layering and regions of the body
        Concealing clothing for other characters
        Pocket added to every jacket
        Shirts constructed from component parts

    MONEY

        Catalog of juggling equipment with prices
        Money system including denominations of bills and coins
        Money system with simple tracking of player wealth
        OFFER price FOR command allowing player to bargain

    DICE AND PLAYING CARDS

        Deck of cards with identified poker hands
        Deck of cards with individual card objects
        Deck of cards
        Pair of dice for rolling
        Shuffling the arrangement of items in a container

    READING MATTER

        Book with numbered pages
        Book with various contents
        Bookshelf with numerous books
        Encyclopedia set
        Notebooks that can be written in as a separate command line
        Notebooks that can be written in
        READ command separate from EXAMINE

    PAINTING AND LABELING DEVICES

        Colour names for exotic pigments
        Paint that colours blocks
        Red sticky label

    SIMPLE MACHINES

        Computer with numerous components
        On/off button for devices
        Signpost that can be turned

    TELEVISIONS AND RADIOS

        Radio producing cycling programming
        Radios and other devices active when switched on
        Television with aspect ratio
        Television with channels, advanced
        Television with channels, simple

    TELEPHONES

        Telephones reaching distant parties
        Telephones with standard American-length phone numbers

    CLOCKS AND SCIENTIFIC INSTRUMENTS

        Clocks that can be SET TO any time
        EMF Meter for ghost detection
        Telescope allowing view of another room

    CAMERAS AND RECORDING DEVICES

        Camera producing instant photographs
        Mirror remembering a room description from the past
        Model objects referred to by the thing modeled
        Recorder that records sounds made by player and non-player actions
        Video camera that records all actions

 PHYSICS: SUBSTANCES, ROPES, ENERGY AND WEIGHT 

    GASES

        Diffusion of gas through the map, where gas sinks
        Diffusion of gas through the map, with concentrations
        Smoke which spreads, not tracking concentration

    LIQUIDS

        Command applying to an object added to the story
        Fire put out by liquid
        Flotation of objects
        Liquid container removed when drunk
        Liquid container that can be full, depleted, or empty
        Liquid containers with measured contents
        Liquid model with large bodies of liquid added
        Liquid which soaks into porous items
        Liquids in mixtures, identified by recipe
        SHAKE command

    GLASS AND OTHER DAMAGE-PRONE SUBSTANCES

        Broken and unbroken flowerpots
        Fragile objects broken when things are thrown at them
        Fragile things that break when attacked
        Fragile things, basic
        Soft objects able to be cut open

    VOLUME, HEIGHT, WEIGHT

        Containers that calculate internal volume and available room
        Containers which have a breaking strain
        Sloping landscape on which round things roll away
        Weighbridge

    ROPES

        Rope, able to be tied to things and dragged betwixt rooms
        String that can be divided and tied together again

    ELECTRICITY AND MAGNETISM

        Batteries that can power devices and eventually run down
        Electrified objects
        Magnet which picks up nearby metal objects

    FIRE

        Camp fire which can be lit using tinder
        Candle that changes as it burns down
        Fire that spreads
        Matches that set fires

    HEAT

        Disambiguating based on properties
        Hot and cold objects approach room temperature
        Infrared goggles affect what player can see and refer to
        Supporter from which the player cannot take things

    MAGIC (BREAKING THE LAWS OF PHYSICS)

        Machine that transmutes objects
        Person capable of reaching through solid objects
        The Pointy Hat of Liminal Transgression
        Wand which reveals a person's concealed possessions

 OUT OF WORLD ACTIONS AND EFFECTS 

    START-UP FEATURES

        Banner printing at appropriate times
        Preferences file loaded on replaying

    SAVING AND UNDOING

        A point for never saving the game
        A room where the game cannot be saved

    HELPING AND HINTING

        HELP command is recommended if the player seems lost
        HELP menu from extension, with added content
        HELP with a simple menu
        Hint access able to be turned off for the duration of the game
        Hints leading the player through physical puzzles
        Novice mode offers suggestions before each prompt
        Responding to questions starting with WHO, WHAT, etc.

    SCORING

        FULL SCORE using a list of stored actions
        FULL SCORE with achievements table and rankings
        Plot summary in place of a score
        Scoreboard preserved between games
        Scored items listed in a table

    ENDING THE GAME

        AMUSING menu shown at the endgame
        Death message replaced
        Histories of previous games saved to external file
        Resuming play after an accidental death

 TYPOGRAPHY, LAYOUT, AND MULTIMEDIA EFFECTS 

    TYPOGRAPHY

        Accented and exotic letters and symbols
        Coloured lettering for both z-machine and Glulx
        Coloured letters on screen
        HTML-style italic and boldface tags

    THE STATUS LINE

        Blanking the status line before play
        Capitalised status line
        Exits and rooms listed in the status line
        Exits only listed in the status line
        Map region listed in status line
        Status line with centered text, the easy way
        Status line with centered text, the hard way

    FOOTNOTES

        Footnote system

    GLULX MULTIMEDIA EFFECTS

        An RSS reader connecting to the Internet

 TESTING AND PUBLISHING 

    TESTING

        Checking for missed properties
        Testing command

    PUBLISHING

        Producing an EPS floorplan
        Producing an EPS map of Greece
        Producing an EPS map of Port Royal

 UNINDEXED 

        Cave Entrance
        The Undertomb