Add Puzzles to Your IF Games
Challenge, guide, and tease—but don’t frustrate—your players.
IF games are often also called adventure games. Ask Infocom aficionados about their favorite moments, and they might mention the diamond puzzle in Zork II or the Babelfish puzzle from The Hitchhiker’s Guide to the Galaxy. Conflict is the heart of drama. Unless you’re creating an experimental new form of interactive fiction, you need to introduce some sort of conflict for the player to experience and overcome.
The canonical way to do that is to add a puzzle.
Designing the Puzzle
Let’s add a puzzle to the Inform adventure created in [Hack #85] and decorated in [Hack #86] .
The meat of the puzzle lies in the Scanner
room.
Here, the player must adjust both the analysis nets and the eye
catalog—the lock and the key—to match each other. The
nets then open, releasing an identity token. The player can take the
token, hand it to the access controller (back in the
Router
), and be on his way.
To support these actions, you’ll need an analysis
nets object and a way to make it change color (as the catalog does).
For variety’s sake, let’s implement
this as two game objects: the nets
and a separate
selector
that changes the color setting:
Object nets "analysis nets" Scanner, with name 'array' 'arrays' 'image' 'analysis' 'image-analysis' 'net' 'nets', description [; print "Arrays of image-analysis nets hang around the sensor fountain, ready to accept and identify eyeprint data, should any arrive. A "; selector.colorname( ...
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