https://www.ifwiki.org/api.php?action=feedcontributions&user=Oreolek&feedformat=atomIFWiki - User contributions [en]2024-03-28T20:04:19ZUser contributionsMediaWiki 1.39.5https://www.ifwiki.org/index.php?title=Egg&diff=89660Egg2023-08-09T09:50:45Z<p>Oreolek: </p>
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<div>Eggs are surprisingly hard to build the puzzles around.<br />
<br />
It's edible - both as food and a food ingredient, including cocktails.<br />
<br />
It's a container, maybe even an edible container.<br />
<br />
Ostrich eggs can be heavy, but you still can '''roll''' them.<br />
<br />
You can '''paint''' it any color.<br />
<br />
An easter egg can be a type of [[treasure]] that gives you points.<br />
<br />
You can '''throw''' it. (IRL, ninjas used to throw empty eggs stuffed with pepper and/or ash.)<br />
<br />
[[Category: Game help]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Egg&diff=89659Egg2023-08-09T09:50:06Z<p>Oreolek: Created page with "Eggs are surprisingly hard to build the puzzles around. It's edible - both as food and a food ingredient, including cocktails. It's a container, maybe even an edible contain..."</p>
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<div>Eggs are surprisingly hard to build the puzzles around.<br />
<br />
It's edible - both as food and a food ingredient, including cocktails.<br />
<br />
It's a container, maybe even an edible container.<br />
<br />
Ostrich eggs can be heavy, but you still can '''roll''' them.<br />
<br />
You can '''paint''' it any color.<br />
<br />
An easter egg can be a type of treasure that gives you points.<br />
<br />
You can '''throw''' it. (IRL, ninjas used to throw empty eggs stuffed with pepper and/or ash.)<br />
<br />
[[Category: Game help]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Template:IFDB&diff=84857Template:IFDB2022-01-06T11:42:19Z<p>Oreolek: </p>
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<div>{{#get_web_data:url=https://ifdb.org/viewgame?ifiction&id={{{1}}}<br />
|format=xml<br />
|data=GameTitle=ifindex.story.bibliographic.title,GameAuthor=ifindex.story.bibliographic.author,GameLanguage=ifindex.story.bibliographic.language}}<br />
<br />
* Title: {{#external_value:GameTitle}}<br />
* Author: {{#external_value:GameAuthor}}<br />
* Language: {{#external_value:GameLanguage}}<br />
<noinclude>Takes external data from IFDB API. Use like <nowiki>{{IFDB|game ID}}</nowiki>. IFIDs are not supported right now, only IFDB IDs.</noinclude></div>Oreolekhttps://www.ifwiki.org/index.php?title=Sandbox&diff=84856Sandbox2022-01-06T11:38:50Z<p>Oreolek: </p>
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<div>testing IFDB template: {{IFDB|cewlx8ctnutq572n}}</div>Oreolekhttps://www.ifwiki.org/index.php?title=Template:IFDB&diff=84855Template:IFDB2022-01-06T11:37:29Z<p>Oreolek: Created page with "{{#get_web_data:url=https://ifdb.org/viewgame?ifiction&id={{{1}}} |format=xml |data=Title=ifindex.story.bibliographic.title,Author=ifindex.story.bibliographic.author,Language=..."</p>
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<div>{{#get_web_data:url=https://ifdb.org/viewgame?ifiction&id={{{1}}}<br />
|format=xml<br />
|data=Title=ifindex.story.bibliographic.title,Author=ifindex.story.bibliographic.author,Language=ifindex.story.bibliographic.language}}<br />
<br />
* Title: {{#external_value:Title}}<br />
* Author: {{#external_value:Author}}<br />
* Language: {{#external_value:Language}}</div>Oreolekhttps://www.ifwiki.org/index.php?title=Template:Game_infobox&diff=84822Template:Game infobox2022-01-05T05:21:29Z<p>Oreolek: </p>
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<div>{| style="width:23em; font-size:90%; text-align:left; float:right; margin-left:1em; margin-bottom:1em;background-color: #f3f3f3;" cellpadding="3" cellspacing="0"<br />
! colspan="2" style="font-size:110%; text-align: center; background-color: #b0b0f0;" | ''{{{title}}}''<br />
|- {{#if:{{{image|}}} | | style="display: none;" }}<br />
| colspan="2" style="text-align:center;background-color: #e3e3e3;" | {{{image}}}<br />
|-<br />
! [[:Category:People|Author(s)]]<br />
| {{{author}}}<br />
|-<br />
! [[:Category:Publishers|Publisher(s)]]<br />
| {{{publisher}}}<br />
|-<br />
! style="white-space: nowrap;" | Release date(s)<br />
| {{{released}}}<br />
|-<br />
! [[Authoring system]]<br />
| {{{authsystem}}}<br />
|-<br />
! [[Platform|Platform(s)]]<br />
| {{{platform}}}<br />
|-<br />
! [[Language|Language(s)]]<br />
| {{{language}}}<br />
|-<br />
! [[License|License(s)]]<br />
| {{{license}}}<br />
|-<br />
| colspan="2" style="text-align:center;background-color: #ccccff;" | '''Multimedia'''<br />
|-<br />
! Color effects<br />
| {{{color}}}<br />
|-<br />
! Graphics<br />
| {{{graphics}}}<br />
|-<br />
! Sound/Music<br />
| {{{sound}}}<br />
|-<br />
| colspan="2" style="text-align:center;background-color: #ccccff;" | '''Ratings'''<br />
|-<br />
! [[Cruelty scale]]<br />
| {{{{{cruelty}}}}}<br />
|}<noinclude>[[Category:Templates|Game infobox]]{{#cargo_declare:<br />
_table = works<br />
|title = String (Game title)<br />
|image = File (Cover image)<br />
|released = Date (Release date)<br />
|authors=List (,) of Page<br />
}}{{#cargo_store:<br />
_table = works<br />
|title = {{{title}}}<br />
|image = {{{image}}}<br />
|released = {{{released}}}<br />
|authors = {{{author}}}<br />
}}</noinclude></div>Oreolekhttps://www.ifwiki.org/index.php?title=IFM&diff=82427IFM2020-06-30T01:35:18Z<p>Oreolek: IFM sources moved: https://intfiction.org/t/reminder-its-2-days-until-bitbucket-closes-mercurial-support/46027/2</p>
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<div>'''IFM''' is a language and a program written by [[Glenn Hutchings]] for keeping track of your progress through an Interactive Fiction game. You can record each room you visit and its relation to other rooms, the initial locations of useful items you find, and the tasks you need to perform in order to solve the game.<br />
<br />
The IFM mapping commands are designed so that you can easily add to the map as you explore the game. You type in the rooms you visit and the directions you move in to reach other rooms, and IFM calculates the position of each room relative to the others. A map can consist of several independent sections, allowing you to divide up the map however you like.<br />
<br />
The IFM task commands, if used, allow you to specify the order in which game-solving tasks must be done. The IFM program can then calculate and print different styles of walkthrough for the game.<br />
<br />
IFM can write hardcopy maps directly to PostScript, suitable for printing or viewing. It can also write maps in Fig format, which can be viewed and edited using Xfig, or converted into many other formats.<br />
<br />
There are a couple of utility programs bundled with IFM including '''tkifm''' and '''scr2ifm'''. <br />
<br />
=Tkifm=<br />
'''tkifm''' is a simple graphical interface to IFM. To use it, you need to have Tcl/Tk installed (probably&nbsp;v8.0 or greater).<br />
<br />
tkifm provides you with a window allowing you to edit IFM input (or just view it, if you want to use your own editor), and menus to view the maps you've generated so far or print them to a PostScript file.<br />
<br />
=Scr2ifm=<br />
'''scr2ifm''' is a program that takes one or more Infocom-style transcripts of an IF game and creates a map in IFM format. It's a perl script, so you'll need perl (version&nbsp;5.002 or greater).<br />
<br />
scr2ifm is designed for people who want maps of their games but don't want the hassle of making one themselves (how lazy can you get?). As long as you bear in mind a few simple things while playing, the map-making process is completely automatic. With a tiny amount of effort, you can also add other nice IFM features (items and tasks) too.<br />
<br />
scr2ifm was inspired by [[Frobot]], another transcript-reading mapper. But scr2ifm in combination with IFM does a much better job.<br />
<br />
==Links==<br />
* [http://fluffybunny.memebot.com/ifm.html IFM webpage] (not updated since 2008, has some out of date links)<br />
* [https://ifm.readthedocs.org/en/latest/ Latest documentation]<br />
* [https://sr.ht/~zondo/IFM/ C&nbsp;source code on Sourcehut]<br />
* {{ifarchive|mapping-tools/|ifm-5.4.tar.gz}} - Version&nbsp;5.4, C&nbsp;source code.<br />
* {{ifarchive|mapping-tools/|ifm-5.2.zip}} - Version&nbsp;5.2, Windows executable.<br />
* [https://bitbucket.org/dchapes/ifmaps Selection of maps on Bitbucket]<br />
<br />
See also: [[IFMapper]]<br />
<br />
[[Category:Utilities]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=IFComp_2018&diff=82065IFComp 20182020-03-01T07:46:55Z<p>Oreolek: /* Author Commentary */</p>
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<div><br />
{{IFCompNavBox}}<br />
<br />
==Competition Schedule==<br />
''As per the [http://ifcomp.org/about/comp "about the Competition"] webpage:''<br />
* July 1, 2018: Competition website opens for intents to enter.<br />
* September 1, 2018: Last day to submit intents.<br />
* September 28, 2018: Last day to submit entries.<br />
* October 1, 2018: Games are released to the public, and voting begins.<br />
* November 15, 2018: Voting deadline. Competition results are announced shortly afterwards.<br />
<br />
All deadlines are at 11:59 PM Eastern time on the given dates.<br />
<br />
==Entries==<br />
77 entries were released on October 1st, 2018. Results announced in November!<br />
<br />
<ol><br />
<li> ''[[Alias 'The Magpie']]'' ([[J. J. Guest]]).<br />
<li> ''[[Bogeyman]]'' ([[Elizabeth Smyth]]).<br />
<li> ''[[Animalia]]'' ([[Ian Michael Waddell]]).<br />
<li> ''[[Grimnoir]]'' ([[ProP]]).<br />
<li> ''[[Erstwhile]]'' ([[Maddie Fialla]] and [[Marijke Perry]]).<br />
<li> ''[[The master of the land]]'' ([[Pseudavid]]).<br />
<li> ''[[Junior Arithmancer]]'' ([[Mike Spivey]]).<br />
<li> ''[[Ürs]]'' ([[Christopher Hayes]] and [[Daniel Talsky]] of [[Rabbit, Rabbit]]).<br />
<li> ''[[Cannery Vale]]'' ([[Hanon Ondricek]] as Keanhid Connor).<br />
<li> ''[[Lux]]'' ([[Agnieszka Trzaska]]).<br />
<li> ''[[Basilica de Sangre]]'' ([[Bitter Karella]]).<br />
<li> ''[[Dungeon Detective]]'' ([[Wongalot]] with art by [[Caitlin Mulvihill]]).<br />
<li> ''[[Within a circle of water and sand]]'' ([[Romain]]).<br />
<li> ''[[En Garde]]'' ([[Jack Welch]]), tied with<br><br />
''[[Ostrich]]'' ([[Jonathan Laury]]).<br />
<li value = 16> ''[[Terminal Interface for Models RCM301-303]]'' ([[Victor Gijsbers]] as VigiMech Corporation).<br />
<li> ''[[The Origin of Madame Time]]'' ([[Mathbrush]]).<br />
<li> ''[[I.A.G. Alpha]]'' ([[Serhii Mozhaiskyi]]).<br />
<li> ''[[Dead Man's Fiesta]]'' ([[Ed Sibley]]).<br />
<li> ''[[DEVOTIONALIA]]'' ([[G. Grimoire]]), tied with<br><br />
''[[The Temple of Shorgil]]'' ([[Arthur DiBianca]]).<br />
<li value = 22> ''[[They Will Not Return]]'' ([[John Ayliff]]).<br />
<li> ''[[Tethered]]'' ([[Linus Åkesson]]).<br />
<li> ''[[Charming]]'' ([[Kaylah Facey]]).<br />
<li> ''[[Dynamite Powers vs. the Ray of Night!]]'' ([[Mike Carletta]]).<br />
<li> ''[[Re: Dragon]]'' ([[Jack Welch]]).<br />
<li> ''[[Writers Are Not Strangers]]'' ([[Lynda Clark]]).<br />
<li> ''[[Ailihphilia]]'' ([[N. Y. Llewellyn]]).<br />
<li> ''[[Abbess Otillia's Life and Death]]'' ([[A.B.]]).<br />
<li> ''[[Diddlebucker!]]'' ([[J. Michael]]).<br />
<li> ''[[Six Silver Bullets]]'' ([[William Dooling]]).<br />
<li> ''[[Railways of Love]]'' ([[Provodnik Games]]).<br />
<li> ''[[The Forgotten Tavern]]'' ([[Peter M.J. Gross]]).<br />
<li> ''[[Adventures with Fido]]'' ([[Lucas C. Wheeler]]), tied with<br><br />
''[[Bi Lines]]'' ([[Norbez]]).<br />
<li value = 36> ''[[Haywire]]'' ([[Wade]]).<br />
<li> ''[[LET'S ROB A BANK]]'' ([[Bethany Nolan]]).<br />
<li> ''[[StupidRPG]]'' ([[Steven Richards]]).<br />
<li> ''[[The Mouse Who Woke Up For Christmas]]'' ([[Luke A. Jones]]).<br />
<li> ''[[I Should Have Been That I Am]]'' ([[E. K. Wagner]]).<br />
<li> ''[[Pegasus]]'' ([[Michael Kielstra]]).<br />
<li> ''[[Polish the Glass]]'' ([[Keltie Wright]]).<br />
<li> ''[[Into the Lair]]'' ([[Kenna]]).<br />
<li> ''[[Stone of Wisdom]]'' ([[Kenneth Pedersen]]).<br />
<li> ''[[A Woman's Choice]]'' ([[Katie Benson]]).<br />
<li> ''[[Border Reivers]]'' ([[Vivienne Dunstan]]).<br />
<li> ''[[Careless Talk]]'' ([[Diana Rider]]).<br />
<li> ''[[Tower (by Tan)|Tower]]'' ([[Ryan Tan]]).<br />
<li> ''[[Bullhockey!]]'' ([[B F Lindsay]]).<br />
<li> ''[[Time Passed]]'' ([[Davis G. See]]).<br />
<li> ''[[Dream Pieces 2]]'' ([[Iam Curio]]).<br />
<li> ''[[Intelmission]]'' ([[Martyna "Lisza" Wasiluk|Martyna Wasiluk]]), tied with<br><br />
''[[The King of the World]]'' ([[G.A. Millsteed]]).<br />
<li value = 54> ''[[Murder at the Manor]]'' ([[Obter9]]).<br />
<li> ''[[smooch.click]]'' ([[Devon Guinn]]).<br />
<li> ''[[Flowers of Mysteria]]'' ([[David Sweeney]]).<br />
<li> ''[[Plus equals x|+ = x]]'' ([[Chandler Groover]]).<br />
<li> ''[[Tohu wa Bohu]]'' ([[Alex Wesley Moore]]).<br />
<li> ''[[Eunice]]'' ([[Gita Ryaboy]]).<br />
<li> ''[[Instruction Set]]'' ([[Jared Jackson]]).<br />
<li> ''[[Anno 1700]]'' ([[Finn Rosenløv]]).<br />
<li> ''[[The Addicott Manor]]'' ([[Intudia]]).<br />
<li> ''[[Dreamland (by eejitlikeme)|Dreamland]]'' ([[eejitlikeme]]).<br />
<li> ''[[Awake]]'' ([[Soham Sevak]]).<br />
<li> ''[[Space Punk Moon Tour]]'' ([[J_J]]).<br />
<li> ''[[The Broken Bottle]]'' ([[The Affinity Forge team]] with lead author [[John Irvin]]).<br />
<li> ''[[Escape from Dinosaur Island]]'' ([[Richard Pettigrew]]).<br />
<li> ''[[Dilemma]]'' ([[Leonora]]).<br />
<li> ''[[Birmingham IV]]'' ([[Peter Emery]]).<br />
<li> ''[[H.M.S. Spaceman]]'' ([[Nat Quayle Nelson]] and [[Diane Cai]]), tied with<br><br />
''[[Shackles of Control]]'' ([[Sly Merc]]).<br />
<li value = 72> ''[[A Final Grind]]'' ([[nrsm_ha]]).<br />
<li> ''[[And You May Find Yourself]]'' ([[VPC]]).<br />
<li> ''[[Let's Explore Geography! Canadian Commodities Trader Simulation Exercise]]'' ([[Carter Sande]]).<br />
<li> ''[[Nightmare Adventure]]'' ([[Laurence Emms]] and [[Vibha Laljani]]).<br />
<li> ''[[Campfire Tales]]'' ([[Matthew Deline]]).<br />
<li> ''[[Linear Love]]'' ([[Tom Delanoy]]).<br />
</ol><br />
<br />
==2018 Miss Congeniality Awards==<br />
These awards were voted by the authors of the entries.<br />
# ''[[Alias 'The Magpie']]'' ([[J. J. Guest]]).<br />
# ''[[Junior Arithmancer]]'' ([[Mike Spivey]]).<br />
# ''[[Bogeyman]]'' ([[Elizabeth Smyth]]).<br />
<br />
==Links==<br />
* [http://ifcomp.org/ IF Comp website].<br />
* [https://www.youtube.com/watch?v=8KTTpP696yI 2018 IFComp Results Live Stream].<br />
===Reviews===<br />
''See also: [https://www.intfiction.org/forum/viewtopic.php?f=60&t=26651 IFcomp 2018 reviews] at intfiction.org, and [[24th Annual IF Competition Reviews by Reviewer]].''<br />
* [https://www.intfiction.org/forum/viewforum.php?f=61 IfComp 2018 Individual Game Discussion] at intfiction.org.<br />
* [http://ifdb.tads.org/search?searchbar=tag%3AIFComp+2018+%23reviews%3A1- Reviews] - at [[IFDB]].<br />
* [https://emshort.blog/2018/11/02/three-games-from-ifcomp/ Reviews] by Anonymous.<br />
* [https://antimony.dreamwidth.org/tag/ifcomp+2018 Reviews] by [[antimony]].<br />
* [https://heterogenoustasks.wordpress.com/tag/if-comp-2018/ Reviews] by [[Sam Kabo Ashwell]].<br />
* [http://www.infodarkness.com/if/ifcomp2018.html Reviews] by [[Dark Star]].<br />
* [https://www.twitch.tv/videos/319175166 Reviews (video)] by [[Thomas Dwyer]].<br />
* [http://dougegan2.blogspot.com/ Reviews] by [[Doug Egan]].<br />
* [https://elizabethif.wordpress.com/tag/ifcomp-2018/ Reviews] by [[Elizabeth]].<br />
* [http://datalexic.com/ifcomp-2018-reviews/ Reviews] by [[Enrique]].<br />
* [https://fumiko666.tumblr.com/tagged/ifcomp-2018-notes Reviews] by [[fumiko666]].<br />
* [http://gamingphilosopher.blogspot.com/search/label/IF%20comp%202018 Reviews] by [[Victor Gijsbers]].<br />
* [http://www.goodolddays.net/article/id%2C25/The+24th+Annual+Interactive+Fiction+Competition.html Reviews] by [[Herr M.]]<br />
* [http://www.ricordius.com/ifreview.html Reviews] by [[Christopher Huang]].<br />
* [https://docs.google.com/document/d/1JyFrNHOEwUqSzijMcf4k6t8R-qxOL7pEf0Xo-gzjGJM/ Reviews] by [[E. Joyce]] (The Xenographer).<br />
* [https://kjorteo.dreamwidth.org/tag/complete Reviews] by [[Celine Kalante Love]].<br />
* [https://ifcomprehensive.com/ Reviews] by [[Thomas Mack]].<br />
* [https://catacalypto.wordpress.com/2018/11/01/if-comp-18-recommendations-roundup/ Reviews] by [[Cat Manning]].<br />
* [https://mctreviews.video.blog/ Reviews] by [[McTavish]].<br />
* [http://odiousandpeculiar.blogspot.com/ Reviews] by [[Odious]].<br />
* [http://jizaboz.blogspot.com/search/label/IFComp Reviews] by [[Michael Wayne Phipps Jr.]]<br />
* [https://player.fm/series/the-short-game-73484/ep-163-ifcomp-2018-pt-1 Reviews (podcast)] by [[The Short Game]].<br />
* [https://emshort.blog/2018/11/16/if-comp-roundup/ IF Comp Roundup] by [[Emily Short]].<br />
* [http://kirjallinensuunnistaja.net/lokikirja/?tag=IFComp Reviews (in Finnish)] by [[Julius Smed]].<br />
* [https://swordianmaster.dreamwidth.org/tag/ifcomp Reviews] by [[swordianmaster]].<br />
* [https://bishopsreviews.wordpress.com/tag/ifcomp-2018/ Reviews] by [[Jake Wildstrom]].<br />
* [https://interactivephilosophy.blogspot.com/ Reviews] by [[Marshal Tenner Winter]].<br />
* [https://www.brettwitty.net/creative/2018-if-comp-reviews.html Reviews] by [[Brett Witty]].<br />
* [https://xyzzysqrl.dreamwidth.org/ Reviews] by [[xyzzysqrl]].<br />
<br />
===Author Commentary===<br />
''See also: [https://emshort.blog/2018/12/09/ddd/ IF Comp Post-Mortems].''<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26917|Tethered post-mortem}} by [[Linus Åkesson]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26956|Abbess Otilia's Life and Death Postmortem}} by [[Arno von Borries]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26932|Writers Are Not Strangers Mini Post Mortem}} by [[Lynda Clark]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?p=146462#p146462|Six Silver Bullets - A Small Postmortem}} by [[William Dooling]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26918|Border Reivers post-mortem}} by [[Vivienne Dunstan]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26931|Erstwhile Postmortem}} by [[Maddie Fialla]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26944|Terminal Interface postmortem}} by [[Victor Gijsbers]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26982|DEVOTIONALIA Post-mortem}} by [[G. Grimoire]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?p=146361#p146361|<nowiki>+ = x</nowiki>}} by [[Chandler Groover]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26942|Forgotten Tavern Postmortem}} by [[Peter M.J. Gross]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26950|Alias 'The Magpie' Postmortem}} by [[J. J. Guest]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26940|Space Punk Moon Tour postmortem}} by [[J_J]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26961|Instruction Set Postmortem}} by [[Jared Jackson]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26939|Ostrich postmortem}} by [[Jonathan Laury]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26934|Bullhockey! postmortem}} by [[B F Lindsay]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26920|The Origin of Madame Time postmortem}} by [[Mathbrush]].<br />
* Diddlebucker! postmortem: {{ac|url=https://frotzing.blogspot.com/2018/11/diddlebucker-postmortem-pt-1.html|part 1}}, {{ac|url=https://frotzing.blogspot.com/2018/11/diddlebucker-postmortem-pt-2.html|part 2}} by [[J. Michael]].<br />
* {{ac|url=https://pyramidif.itch.io/cannery-vale/devlog/56783/and-you-thought-silent-hill-was-a-bad-neighborhood|Cannery Vale Postmortem}} by [[Hanon Ondricek]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26954|Stone of Wisdom postmortem}} by [[Kenneth Pedersen]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26926|Grimnoir postmortem}} by [[ProP]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=27002|The Master of the Land of postmortems - A confession}} by [[Pseudavid]].<br />
* {{ac|url=https://carter.sande.duodecima.technology/ifcomp-2018-postmortem/|Let's Explore Geography postmortem}} by [[Carter Sande]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26930|Ailihphilia Postmortem}} by [[Andrew Schultz]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26935|Bogeyman postmortem}} by [[Elizabeth Smyth]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26928|Junior Arithmancer postmortem}} by [[Mike Spivey]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26943|Lux Postmortem}} by [[Agnieszka Trzaska]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=27141|Animalia post-mortem}} by [[Ian Michael Waddell]].<br />
* {{ac|url=http://blog.templaro.com/bring-out-yer-dead-2018/|En Garde and Re: Dragon (post-mortem)}} by [[Jack Welch]].<br />
* {{ac|url=https://www.intfiction.org/forum/viewtopic.php?f=61&t=26936|Dungeon Detective postmortem}} by [[Wonaglot]].<br />
* Two-parter in Russian: {{ac|url=https://ifhub.club/2019/06/21/vagon-vagon-klubok-tehnologiy-vnutri-prostoy-tekstovoy-igry.html|Railways of Love. A ball of technologies inside a simple text game. Part 1}} and {{ac|url=https://ifhub.club/2019/06/27/vagon-vagon-klubok-tehnologiy-vnutri-prostoy-tekstovoy-igry-chast-2.html|Railways of Love. A ball of technologies inside a simple text game. Part 2}} by [[RomanVlasov]].<br />
<br />
<br />
[[Category:Annual IF Competition]]<br />
[[Category:2018]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=FAQ:Is_it_possible_to_write_your_own_IF_engine&diff=82038FAQ:Is it possible to write your own IF engine2020-02-17T06:47:25Z<p>Oreolek: </p>
<hr />
<div>''This is a loose translation from [https://ifwiki.ru/FAQ:Возможно_ли_сделать_игру_на_собственном_движке Russian IFWiki.]''<br />
<br />
== Is it possible to write a game in your own engine? ==<br />
<br />
=== Answer for common people ===<br />
No, until you become a programmer.<br />
<br />
=== Answer for programmers ===<br />
Text games seem easy to code. But it's not quite like that.<br />
<br />
Doing a game in your own engine is much harder than taking one of the existing platforms and doing something on this base. Why is it a sane answer?<br />
<br />
First, consider the programming speed and difficulty. Writing a game from scratch is nothing like writing a game in some specialized program. A lot of systems let you make something from a single phrase. Without an engine you'll have to spend several weeks to make basic stuff that doesn't directly correlate to your game: for example, figuring out the text output or game saving/loading.<br />
<br />
It's worse in parser games because they need good standard library. Are you ready to write your own 234 verb reactions like in [[TADS]]? A bad parser library can be a very big hindrance to the player.<br />
<br />
Popular platforms had a lot of months of work on them, because you don't have to repeat this.<br />
<br />
Second, it's reliability. In a cozy interpreter the bugs in your game won't be catastrophic. The game won't break saving or die unexpectedly during an important moment. Worst case, it will just become impassable. When you are writing your own engine, a bug in your game is same thing as bug in your engine.<br />
<br />
Third, it's portability. A lot of IF interpreters support several systems - it's not just Windows, Linux and Mac, but also can be Playstation, Android, old PSPs and other devices. Do you want to make that kind of support on your own?<br />
<br />
Finally, the community support. If you are stuck and don't know how to do something, you can ask other authors who write games on this platform and probably one of the authors of the platform itself. They will be able to give you tips and fixes. When you are using a custom engine - you are always on your own.<br />
<br />
=== Answer for very cool programmers ===<br />
<br />
If you are such a genius coder, why don't you take the source code of existing platforms and work on it? Perhaps you can fix a pair of bugs or make it better overall. And you'll see how other IF platforms work in the process.<br />
<br />
Some of the popular open source platforms and interpreters are:<br />
<br />
* [https://github.com/DavidKinder/Inform6 Inform 6] (C)<br />
* [[Ink]] (C# + ports to Javascript, Lua and other languages)<br />
* [[ChoiceScript]] (Javascript) open under non-free license<br />
* [https://bitbucket.org/klembot/twinejs Twine] (Javascript)<br />
:* [https://github.com/Dan-Q/twee2 Twee2] (Ruby)<br />
:* [https://bitbucket.org/tmedwards/tweego Tweego] (Go)<br />
* [https://github.com/renpy/renpy Ren'Py] (Python 2)<br />
* [https://github.com/textadventures/quest Quest] (C#)<br />
* [https://github.com/instead-hub/instead STEAD] (C, Lua)<br />
:* [https://github.com/technix/instead-js INSTEAD-JS] (Javascript)<br />
<br />
Semi-popular:<br />
* [http://www.assembla.com/spaces/qsp/trac_subversion_tool QSP] (C)<br />
:* [https://github.com/graylor/FastQSP FastQSP] (C)<br />
:* [https://github.com/Nex-Otaku/quest-navigator-standalone-windows10 Quest Navigator] (C)<br />
:* [https://git.sonnix.tk/sonnix/Qqsp Qqsp] (Qt)<br />
:* [https://github.com/seedhartha/QuestPlayer QuestPlayer] (C, Java) - Android interpreter<br />
* [https://github.com/fireton/fireurq FireURQ] (Object Pascal)<br />
* [https://github.com/narmiel/UrqW UrqW] (Javascript)<br />
* [https://github.com/textadventures/squiffy Squiffy] (Javascript)<br />
<br />
If you still don't like all of these, there's the [[Engine List]]. Even old and deprecated programs can be given a second life.<br />
<br />
[[Category:FAQ]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=FAQ:Is_it_possible_to_write_your_own_IF_engine&diff=82037FAQ:Is it possible to write your own IF engine2020-02-17T06:46:53Z<p>Oreolek: Created page with "''This is a loose translation from [https://ifwiki.ru/FAQ:Возможно_ли_сделать_игру_на_собственном_движке Russian IFWiki.]'' == Is it p..."</p>
<hr />
<div>''This is a loose translation from [https://ifwiki.ru/FAQ:Возможно_ли_сделать_игру_на_собственном_движке Russian IFWiki.]''<br />
<br />
== Is it possible to write a game in your own engine? ==<br />
<br />
=== Answer for common people ===<br />
No, until you become a programmer.<br />
<br />
=== Answer for programmers ===<br />
Text games seem easy to code. But it's not quite like that.<br />
<br />
Doing a game in your own engine is much harder than taking one of the existing platforms and doing something on this base. Why is it a sane answer?<br />
<br />
First, consider the programming speed and difficulty. Writing a game from scratch is nothing like writing a game in some specialized program. A lot of systems let you make something from a single phrase. Without an engine you'll have to spend several weeks to make basic stuff that doesn't directly correlate to your game: for example, figuring out the text output or game saving/loading.<br />
<br />
It's worse in parser games because they need good standard library. Are you ready to write your own 234 verb reactions like in [[TADS]]? A bad parser library can be a very big hindrance to the player.<br />
<br />
Popular platforms had a lot of months of work on them, because you don't have to repeat this.<br />
<br />
Second, it's reliability. In a cozy interpreter the bugs in your game won't be catastrophic. The game won't break saving or die unexpectedly during an important moment. Worst case, it will just become impassable. When you are writing your own engine, a bug in your game is same thing as bug in your engine.<br />
<br />
Third, it's portability. A lot of IF interpreters support several systems - it's not just Windows, Linux and Mac, but also can be Playstation, Android, old PSPs and other devices. Do you want to make that kind of support on your own?<br />
<br />
Finally, the community support. If you are stuck and don't know how to do something, you can ask other authors who write games on this platform and probably one of the authors of the platform itself. They will be able to give you tips and fixes. When you are using a custom engine - you are always on your own.<br />
<br />
=== Answer for very cool programmers ===<br />
<br />
If you are such a genius coder, why don't you take the source code of existing platforms and work on it? Perhaps you can fix a pair of bugs or make it better overall. And you'll see how other IF platforms work in the process.<br />
<br />
Some of the popular open source platforms and interpreters are:<br />
<br />
* [https://github.com/DavidKinder/Inform6 Inform 6] (C)<br />
* [[Ink]] (C# + ports to Javascript, Lua and other languages)<br />
* [[ChoiceScript]] (Javascript) open under non-free license<br />
* [https://bitbucket.org/klembot/twinejs Twine] (Javascript)<br />
:* [https://github.com/Dan-Q/twee2 Twee2] (Ruby)<br />
:* [https://bitbucket.org/tmedwards/tweego Tweego] (Go)<br />
* [https://github.com/renpy/renpy Ren'Py] (Python 2)<br />
* [https://github.com/textadventures/quest Quest] (C#)<br />
* [https://github.com/instead-hub/instead STEAD] (C, Lua)<br />
:* [https://github.com/technix/instead-js INSTEAD-JS] (Javascript)<br />
<br />
Semi-popular:<br />
* [http://www.assembla.com/spaces/qsp/trac_subversion_tool QSP] (C)<br />
:* [https://github.com/graylor/FastQSP FastQSP] (C)<br />
:* [https://github.com/Nex-Otaku/quest-navigator-standalone-windows10 Quest Navigator] (C)<br />
:* [https://git.sonnix.tk/sonnix/Qqsp Qqsp] (Qt)<br />
:* [https://github.com/seedhartha/QuestPlayer QuestPlayer] (C, Java) - Android interpreter<br />
* [https://github.com/fireton/fireurq FireURQ] (Object Pascal)<br />
* [https://github.com/narmiel/UrqW UrqW] (Javascript)<br />
* [https://github.com/textadventures/squiffy Squiffy] (Javascript)<br />
<br />
If you still don't like all of these, there's the [[Engine_List]]. Even old and deprecated programs can be given a second life.<br />
<br />
[[Category:FAQ]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=ZIL&diff=81928ZIL2019-12-18T04:57:17Z<p>Oreolek: </p>
<hr />
<div>'''ZIL''' is short for '''Zork Implementation Language''', a programming language developed by [[Infocom]] and based on [[MDL]], which itself is a version of Lisp.<br />
<br />
==A Brief History==<br />
The original pre-Infocom game known either as Dungeon or Zork was written in MDL and could run on a mainframe computer. But the original Zork could not run on typical 80's home computers because of their memory and processor restrictions. Part of the solution, of course, was to split the game into three parts: [[Zork I]], [[Zork II|II]] and [[Zork III|III]]. But more importantly, Infocom created ZIL by removing features of MDL that they didn't need, and by targeting ZIL for a [[virtual machine]] that they called the [[Z-machine]].<br />
<br />
Because the Z-machine was specifically designed for playing text adventures, the opcodes of its virtual processor could be likewise specifically designed. The opcodes of a Z-machine are called [[Z-code]]. The end result was that a game compiled from ZIL produced a [[story file]] small enough to fit on an 80's personal computer.<br />
<br />
One more thing was needed: an [[interpreter]] to emulate the Z-machine. Infocom named their interpreter the Zork Interpreter Program ("ZIP"). A different version of ZIP was required for each computer model (Apple II, Atari, DEC Rainbow, etc.)<br />
<br />
==See also==<br />
* [[e-ZIL]], the Emacs Z-Machine Interface Language by [[Marc Simpson]]. (The e-ZIL project is now dead.)<br />
* [[ZILF]], a modern ZIL compiler.<br />
* [[Z-machine]], the virtual machine that ZIL and [[Inform]] compile to.<br />
<br />
==Links==<br />
* [http://www.xlisp.org/zil.pdf ZIL manual] (PDF format; 78 pages) &mdash; Learning ZIL - or - Everything You Always Wanted to Know About Writing Interactive Fiction But Couldn't Find Anyone Still Working Here to Ask<br />
* [https://groups.io/g/ZIL ZIL.io group]<br />
<br />
{{DEFAULTSORT:Zil}}<br />
[[Category:Authoring system]] [[Category:Infocom]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Engine_List&diff=79166Engine List2019-02-27T04:17:43Z<p>Oreolek: </p>
<hr />
<div>{|<br />
!width="15%"| Engine Name<br />
!width="20%"| Website<br />
!width="10%"| Last Updated<br />
!width="10%"| User Interface<br />
!width="10%"| Scripting Language<br />
!width="5%"| IDE<br />
!width="10%"| Game File Format<br />
!width="10%"| Complexity<br />
!width="5%"| Can Self-Publish Titles<br />
!width="5%"| Open Source<br />
|-<br />
| ADL<br />
| http://adl.sourceforge.net<br />
| ?<br />
| Parser<br />
| ADL<br />
| No<br />
| ADL<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| ADRIFT<br />
| http://www.adrift.co/<br /><br />
https://github.com/jcwild/ADRIFT<br />
| 6/6/2016<br />
| Parser<br />
| None, visual<br />
| Download<br />
| ADRIFT<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| Adventure<br />
| https://github.com/adrian-prantl/adventure<br />
| 11/28/2015<br />
| Parser<br />
| Prolog<br />
| No<br />
| HTML/JavaScript<br />
| Medium to High<br />
| Yes, under AGPL terms<br />
| Yes<br />
|-<br />
| Adventure Book<br />
| http://web.archive.org/web/20071120072512/http://www.ingold.fsnet.co.uk/adbook.htm<br />
| ?<br />
| Choice-Based<br />
| None, visual<br />
| Download<br />
| ADV, Z-machine, Standalone<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| adventure.lua<br />
| https://github.com/shawndumas/adventure.lua<br />
| 9/26/2013<br />
| Parser<br />
| Lua<br />
| No<br />
| Lua<br />
| Low to Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Adventuron<br />
| https://eeyo.io/adv781<br />
| ?<br />
| Parser<br />
| ?<br />
| Web<br />
| HTML/JavaScript<br />
| ?<br />
| Yes<br />
| No<br />
|-<br />
| AdvSys<br />
| http://mirrors.ibiblio.org/interactive-fiction/articles/byte87_betz.html<br />
| ?<br />
| Parser<br />
| Unnamed Lisp-like language<br />
| No<br />
| AdvSys<br />
| Medium<br />
| Yes<br />
|<br />
|-<br />
| Aetheria<br />
| https://github.com/komoku/aetheria<br />
| 3/11/2017<br />
| Parser<br />
| Beanshell<br />
| Download<br />
| Aetheria<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|-<br />
| Aiee!<br />
| http://markdamonhughes.com/Aiee/<br />
| 10/19/2004<br />
| Parser<br />
| XML-esque<br />
| No<br />
| Java<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Alan<br />
| http://www.alanif.se/<br />
| 10/2/2016<br />
| Parser<br />
| Alan<br />
| Download<br />
| Alan<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| AXMA Story Maker<br />
| http://sm.axmasoft.com/<br />
| ?<br />
| Hyperlink-Based<br />
| Visual, JavaScript<br />
| Download or Web<br />
| HTML/JavaScript<br />
| Low<br />
| Yes, if you buy AXMA<br />
|<br />
|-<br />
| Blink!<br />
| http://bloomengine.com/blink/<br />
| ?<br />
| Hyperlink-Based<br />
| Unnamed Language<br />
| No<br />
| HTML/JavaScript<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| ChoiceScript<br />
| https://www.choiceofgames.com/make-your-own-games/choicescript-intro/<br />
| 11/7/2017<br />
| Choice-Based<br />
| ChoiceScript<br />
| [https://choicescriptide.github.io Third-party Download]<br />
| HTML/JavaScript<br />
| Low<br />
| Yes, if your game is released for free or you work out a revenue-sharing model<br />
| Yes, but the license is restrictive<br />
|-<br />
| Choose Your Story<br />
| http://chooseyourstory.com<br />
| 2017<br />
| Choice-Based<br />
| Visual, Unnamed Language<br />
| Web<br />
| N/A<br />
| Low to Medium<br />
| No<br />
|<br />
|-<br />
| CLI Adventure Games<br />
| http://thejackalofjavascript.com/text-based-adventure-games/<br />
| 12/13/2017<br />
| Parser<br />
| JavaScript<br />
| No<br />
| [http://Node.js Node.js]<br />
| Medium<br />
| Yes<br />
|<br />
|-<br />
| Curveship<br />
| http://curveship.com/<br /><br />
https://github.com/nickmontfort/curveship<br />
| 3/31/2011<br />
| Parser<br />
| Python<br />
| No<br />
| Python<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|-<br />
| Dendry<br />
| https://github.com/dendry/dendry<br />
| 7/12/2015 (never finished)<br />
| Hyperlink-Based<br />
| Dendry<br />
| No, but plugins are available for various code editors<br />
| HTML/JavaScript<br />
| Low to Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Dialog<br />
| https://linusakesson.net/dialog/index.php<br />
| 1/23/2019<br />
| Parser<br />
| Dialog<br />
| No<br />
| Z-machine<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| egamebook<br />
| https://github.com/filiph/egamebook<br />
| 1/21/2019<br />
| Choice-Based<br />
| Dart, various definition languages<br />
| No<br />
| HTML/JavaScript<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|-<br />
| Enter the Story<br />
| http://enterthestory.com/<br /><br />
Save any story webpage to download the engine.<br />
| 2013<br />
| Choice-Based<br />
| JavaScript<br />
| No<br />
| HTML/JavaScript<br />
| Medium<br />
| Yes<br />
|<br />
|-<br />
| Erasmatron<br />
| [http://web.archive.org/web/20010703002416/http://www.erasmatazz.com/userdoc.html Web Archive Link]<br />
| 5/23/2000<br />
| Graphical, Choice-Based<br />
| None, visual<br />
| Download (only a demo was ever released publicly)<br />
| Erasmatron<br />
| High<br />
| Yes, if you can obtain a version that can compile storyworlds<br />
| No<br />
|-<br />
| Ficdown<br />
| https://ficdown.com<br /><br />
https://ficdown.com/source<br />
| 5/22/2018<br />
| Choice-Based<br />
| Markdown<br />
| No<br />
| EPUB or HTML/JavaScript<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| Flux<br />
| Defunct<br />
| 2015<br />
| Parser<br />
| None, visual<br />
| Web<br />
| N/A<br />
| Low<br />
| No<br />
|<br />
|-<br />
| Fungus<br />
| http://fungusgames.com<br />
| 1/14/2018<br />
| Graphical, Menu-Driven<br />
| Visual, optional scripting via Unity<br />
| Visual editor embedded in Unity<br />
| Anything Unity supports<br />
| Low to High<br />
| Yes<br />
|<br />
|-<br />
| Gamefic<br />
| https://github.com/castwide/gamefic<br />
| 7/31/2017<br />
| Parser<br />
| Ruby<br />
| No<br />
| Ruby<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| gist-txt<br />
| https://github.com/potomak/gist-txt<br />
| 12/15/2015<br />
| Hyperlink-Based<br />
| Markdown<br />
| No<br />
| Markdown<br />
| Low<br />
| Yes, if you host your own copy of the interpreter<br />
| Yes<br />
|-<br />
| HERITAGE<br />
| https://notabug.org/SylvieLorxu/HERITAGE<br />
| 7/4/2015<br />
| Parser<br />
| HERITAGE<br />
| No<br />
| HTML/JavaScript<br />
| Low to Medium<br />
| Yes<br />
|<br />
|-<br />
| Hoot<br />
| http://ratfactor.com/misc/hoot/hoot.html<br />
| 2013<br />
| Hyperlink-Based<br />
| Hootscript<br />
| Web<br />
| HTML/JavaScript<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Hugo<br />
| http://www.generalcoffee.com/hugo/gethugo.html<br />
| 1/10/2006<br />
| Parser<br />
| Hugo<br />
| No<br />
| Hugo<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Icicle Engine<br />
| http://icicle-engine.org/<br />
| In development<br />
| FPS-Style<br />
| Unknown<br />
| Visual editors<br />
| Icicle<br />
| Low to Medium<br />
| Yes<br />
|<br />
|-<br />
| Infinite Story<br />
| http://infinite-story.com/<br />
| 6/19/2012<br />
| Choice-Based<br />
| None, visual<br />
| Web<br />
| N/A<br />
| Low<br />
| No<br />
|<br />
|-<br />
| Inform<br />
| http://inform7.com/<br /><br />
http://inform-fiction.org/ (Inform 6)<br />
| 12/24/2015<br />
| Parser<br />
| Inform<br />
| Download<br />
| Z-machine, Glulx<br />
| Low to Medium<br />
| Yes<br />
| Yes (Inform 6)<br />
|-<br />
| Ink<br />
| https://www.inklestudios.com/ink/<br /><br />
https://github.com/inkle/ink<br />
| 10/4/2018<br />
| Hyperlink-Based<br />
| Ink<br />
| [https://github.com/inkle/inky Yes]<br />
| JSON (runtimes exist for JavaScript and Unity)<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| InkleWriter<br />
| http://www.inklestudios.com/inklewriter/<br />
| ?<br />
| Choice-Based<br />
| None, visual<br />
| Web<br />
| HTML, JSON, PDF, or Word<br />
| Low<br />
| Yes, once you've paid to have your story converted<br />
|<br />
|-<br />
| InquisitorIF<br />
| https://github.com/Orihaus/InquisitorIF<br />
| 1/4/2017<br />
| Hyperlink-Based<br />
| Inquisitor<br />
| No<br />
| HTML/JavaScript<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| INSTEAD<br />
| http://instead.syscall.ru/index.html<br />
| 2/10/2018<br />
| Graphical, Hyperlink-Based, Menu-Driven, and/or Parser<br />
| Lua<br />
| No<br />
| INSTEAD<br />
| Medium<br />
| Yes<br />
|<br />
|-<br />
| Interactive Fiction Markup Language (IFML)<br />
| http://sourceforge.net/projects/ifml<br />
| 2002 (unlikely to work on modern versions of Java)<br />
| Parser<br />
| IFML (XML-esque)<br />
| No<br />
| Java<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| Interactive Story<br />
| https://www.interactive-story.com/is/<br />
| 12/24/2015<br />
| Menu-Based<br />
| None, visual<br />
| Web<br />
| N/A<br />
| Low<br />
| No<br />
|<br />
|-<br />
| JACL<br />
| http://code.google.com/p/jacl/<br />
| 11/17/2014<br />
| Parser<br />
| JACL<br />
| No<br />
| HTML/JavaScript<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Materialistic Interactive Fiction Engine<br />
| Defunct<br />
| 3/11/2015<br />
| Parser<br />
| Common Lisp<br />
| No<br />
| MIFE Game<br />
| Low to Medium<br />
| Yes<br />
|<br />
|-<br />
| ngPAWS<br />
| http://www.ngpaws.com/<br /><br />
https://github.com/Utodev/ngPAWS<br />
| 1/20/2018<br />
| Parser<br />
| Visual, JavaScript<br />
| Download<br />
| HTML/Javascript<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| nScripter and ONScripter<br />
| http://unclemion.com/onscripter/<br /><br />
http://www.nscripter.com/<br />
| 2/23/2018 (nScripter)<br /><br />
10/9/2011 (ONScripter)<br />
| Graphical, Choice-Based<br />
| nScripter<br />
| No<br />
| nScripter<br />
| Medium<br />
| Yes<br />
| Yes (ONScripter)<br />
|-<br />
| Project PD<br />
| http://projectpd.blogspot.com/?m=0<br />
| 3/19/2012<br />
| Graphical, Menu-Driven<br />
| None, visual<br />
| Download<br />
| PD<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| PyF<br />
| https://code.google.com/p/pyf/<br />
| 12/3/2009<br />
| Parser<br />
| Python, XML<br />
| No<br />
| Python<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Python Adventure Writing System<br />
| http://members.nuvox.net/~zt.wolf/PAWS.htm<br />
| ?<br />
| Parser<br />
| Python<br />
| No<br />
| Python<br />
| Medium<br />
| Yes<br />
|<br />
|-<br />
| Python Universe Builder<br />
| http://py-universe.sourceforge.net/<br />
| 3/22/2013<br />
| Parser<br />
| Python<br />
| No<br />
| Python<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| QUEST 3/4/QuestNet<br />
| http://textadventures.co.uk/quest/desktop (under previous versions)<br /><br />
https://web.archive.org/web/20100724051540/http://www.axeuk.com/quest/<br />
| 2009<br />
| Parser<br />
| ASL<br />
| Download<br />
| Quest<br />
| Low to Medium<br />
| Yes<br />
|<br />
|-<br />
| QUEST 5<br />
| http://textadventures.co.uk/quest<br /><br />
https://github.com/textadventures/quest<br />
| 2/22/2018<br />
| Parser<br />
| Visual or QUEST<br />
| Download<br />
| Quest, can be converted to HTML/JavaScript<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| QuestML<br />
| http://questml.com/<br />
| 9/2007<br />
| Choice-Based<br />
| QuestML<br />
| Optional download<br />
| HTML/JavaScript<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Ramus<br />
| http://ramus.notimetoplay.org/<br />
| 4/24/2013<br />
| Hyperlink-Based<br />
| JavaScript<br />
| No<br />
| HTML/JavaScript<br />
| Medium<br />
| Yes<br />
|<br />
|-<br />
| Rapid Adventure Game Creation System (RAGS)<br />
| http://ragsgame.com<br />
| 1/21/2015<br />
| Graphical, Menu-Driven<br />
| None, visual<br />
| Download<br />
| RAGS<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Ren'Py<br />
| http://renpy.org<br /><br />
https://github.com/renpy/renpy<br />
| 2/24/2018<br />
| Graphical, Choice-Based<br />
| Python<br />
| No<br />
| Python<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|-<br />
| Salet<br />
| https://salet.su/<br />
| 02/11/2017<br />
| Choice-Based<br />
| Javascript<br />
| No<br />
| HTML/JavaScript<br />
| Low to High<br />
| Yes<br />
| Yes<br />
|-<br />
| ScottKit<br />
| https://github.com/MikeTaylor/scottkit<br />
| 11/16/2017<br />
| Parser<br />
| Unnamed Language<br />
| No<br />
| Scott Adams<br />
| Low to Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Smash<br />
| http://www.rinkworks.com/smash/<br />
| 9/27/2007<br />
| Parser<br />
| Smash<br />
| Yes<br />
| Smash<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Squiffy<br />
| http://textadventures.co.uk/squiffy<br /><br />
https://github.com/textadventures/squiffy<br />
| 11/22/2017<br />
| Hyperlink-Based<br />
| Markdown, JavaScript<br />
| Download or web<br />
| HTML/JavaScript<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| Story Explorer<br />
| https://robsprojects.co.uk/apps/storyexplorer/<br />
| 8/2/2014<br />
| Hyperlink-Based<br />
| None, visual<br />
| Web<br />
| N/A<br />
| Low<br />
| No<br />
|<br />
|-<br />
| StoryNexus<br />
| http://www.storynexus.com/s<br />
| 12/8/2013<br />
| Choice-Based<br />
| None, visual<br />
| Web<br />
| N/A<br />
| Low to Medium<br />
| No<br />
|<br />
|-<br />
| StoryStylus<br />
| https://storystylus.com<br />
| ?<br />
| Graphical, Menu-Driven<br />
| None, visual<br />
| Silverlight, web<br />
| Flash<br />
| Low to Medium<br />
| No, costs $20/month to use authoring system<br />
| No<br />
|-<br />
| Storyteller<br />
| http://storytellerjs.blogspot.com.au<br />
| 4/28/2014<br />
| Hyperlink-Based<br />
| JavaScript<br />
| No<br />
| HTML/JavaScript<br />
| Low to Medium<br />
| Yes<br />
|<br />
|-<br />
| Storytron<br />
| http://www.storytron.com/<br /><br />
https://github.com/storytron/swat<br />
| 12/1/2018<br />
| Graphical, Choice-Based<br />
| None, visual<br />
| Download<br />
| Storytron<br />
| High<br />
| Yes<br />
| Yes<br />
|-<br />
| SUDS<br />
| https://web.archive.org/web/20150103040350/http://sudslore.org:80/<br />
| 10/20/2007<br />
| Parser, Optional Menu<br />
| None, visual<br />
| Download<br />
| SUDS<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| TADS<br />
| http://www.tads.org/<br /><br />
http://www.tads.org/tads2.htm (TADS 2)<br />
| 5/16/2013<br />
| Parser<br />
| TADS<br />
| Download<br />
| TADS, HTML/JavaScript (TADS 3)<br />
| Medium to High<br />
| Yes<br />
|<br />
|-<br />
| Tale<br />
| https://github.com/irmen/Tale<br />
| 1/20/2018<br />
| Parser<br />
| Python<br />
| No<br />
| Python<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|-<br />
| TAVERN<br />
| http://zzo38computer.org/fossil/tavern.ui/<br />
| 8/7/2017<br />
| Parser<br />
| Forth-like<br />
| No<br />
| TAVERN<br /><br />
(Hamster archive-based)<br />
| High<br />
| Yes<br />
|<br />
|-<br />
| Text Adventure Engine<br />
| https://github.com/ManzDev/text-adventure-engine<br />
| 3/19/2014<br />
| Parser<br />
| JSON<br />
| No<br />
| PHP<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| [http://TextAdventure.js TextAdventure.js]<br />
| https://github.com/TheBroox/TextAdventure.js<br />
| 11/17/2017<br />
| Parser<br />
| JavaScript<br />
| No<br />
| [http://Node.js Node.js]<br />
| Low<br />
| Yes<br />
| Yes<br />
|-<br />
| Texture<br />
| https://texturewriter.com/<br /><br />
https://github.com/juhana/texture-reader<br />
| 5/5/2017<br />
| Hyperlink-Based<br />
| None, visual<br />
| Web<br />
| HTML/JavaScript<br />
| Low<br />
| Yes<br />
| Yes (Reader only)<br />
|-<br />
| Tinsel<br />
| https://github.com/lazerwalker/tinsel<br />
| 12/18/2015<br />
| Choice-Based<br />
| Ruby<br />
| No<br />
| Ruby<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Toothrot<br />
| https://github.com/toothrot-if/toothrot<br />
| 8/24/2018<br />
| Choice-Based or Hyperlink-Based<br />
| Markdown-like language, JavaScript<br />
| [https://github.com/toothrot-if/toothrot-ide Download]<br />
| HTML/JavaScript<br />
| Low to Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Twine<br />
| http://twinery.org/<br />
| 1/30/2018<br />
| Hyperlink-Based<br />
| Visual, JavaScript<br />
| Download or web (2.0)<br />
| HTML/JavaScript<br />
| Low to Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Tworld (Seltani's engine)<br />
| https://github.com/erkyrath/tworld<br />
| 12/6/2015<br />
| Hyperlink-Based<br />
| Visual, Python<br />
| Built-in<br />
| Python<br />
| Medium to High<br />
| Yes, if you run your own server<br />
| Yes<br />
|-<br />
| Undum<br />
| https://github.com/idmillington/undum<br />
| 10/11/2018<br />
| Hyperlink-Based<br />
| JavaScript<br />
| No<br />
| HTML/JavaScript<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|-<br />
| Varytale<br />
| Defunct<br />
| 2012<br />
| Hyperlink-Based<br />
| Visual, JavaScript-esque<br />
| Web<br />
| N/A<br />
| Low<br />
| No<br />
| No<br />
|-<br />
| Visionary<br />
| https://web.archive.org/web/20160428141653/http://www.therealeasterbunny.pwp.blueyonder.co.uk/visionary.htm<br />
| 12/17/2011<br />
| Parser<br />
| None, visual<br />
| Download<br />
| Scott Adams<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Wander<br />
| [https://bluerenga.wordpress.com/2015/04/23/wander-1974-release-and-questions-answered/ Renga In Blue Blog Post]<br />
| 4/25/2015<br />
| Parser<br />
| Unnamed Language<br />
| No<br />
| Wander<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| Wibble Quest<br />
| http://orta.io/WibbleQuest/<br />
| 1/17/2012<br />
| Parser<br />
| Objective-C<br />
| No, XCode project included<br />
| iOS<br />
| Medium to High<br />
| Yes<br />
|<br />
|-<br />
| Windrift<br />
| https://github.com/lizadaly/windrift<br />
| 12/20/2018<br />
| Hyperlink-Based<br />
| JavaScript<br />
| No<br />
| HTML/JavaScript<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| WinPAW<br />
| http://www.winpaw.com/<br />
| 8/12/2006<br />
| Parser<br />
| Unnamed Language<br />
| Yes<br />
| PAW<br />
| Low to Medium<br />
| Yes<br />
| No<br />
|-<br />
| XVAN<br />
| https://www.dropbox.com/sh/1edjyk98d5ijo8w/AABy8LWAFLaAuackejlbpsaia?dl=0<br />
| 3/28/2018<br />
| Parser<br />
| XVAN<br />
| No<br />
| XVAN<br />
| Medium<br />
| Yes<br />
| Yes<br />
|-<br />
| Yarnspin<br />
| https://mattiasgustavsson.itch.io/yarnspin<br />
| 3/3/2018<br />
| Choice-Based<br />
| Unnamed Language<br />
| Download<br />
| Yarnspin (text file)<br />
| Low<br />
| Yes<br />
|<br />
|-<br />
| ZILF<br />
| https://bitbucket.org/jmcgrew/zilf/overview<br />
| 2/3/2018<br />
| Parser<br />
| MDL<br />
| No<br />
| Z-machine<br />
| Medium to High<br />
| Yes<br />
| Yes<br />
|}</div>Oreolekhttps://www.ifwiki.org/index.php?title=IFWiki:Copyright_discussions_(2005)&diff=79131IFWiki:Copyright discussions (2005)2019-01-19T06:54:36Z<p>Oreolek: /* Creative Commons Agreements */</p>
<hr />
<div>==Overview==<br />
<br />
We are in the midst of a licensing discussion for ifwiki. There are two proposals so far, some reference material, and some heated discussion. For background, here is a summary of events:<br />
<br />
# David Cornelson purchased the domain ifwiki.org, installed MediaWiki software, and setup ifwiki on a server in his basement. The database for ifwiki can be mirrored by anyone wishing to do so. See MediaWiki for notes on hardware/software requirements.<br />
# David Cornelson asked Dennis Jerz for permission to load the IF Theory Glossary into ifwiki. Dennis leapt at the opportunity to revitalize the community-built glossary. David Welbourn began to help out and in fact completed the task almost entirely on his own.<br />
# David Cornelson also received permission from Gunther Schmidl to move the Speed-IF index from fourcoffees.com to ifwiki. He started this process and then David Welbourn completed it.<br />
# David Welbourn began to add indexes for certain IF people and game lists.<br />
# Nick Montfort added an FAQ for IF and invited others to share in the writing.<br />
# David Cornelson added IF related indexes and asked others to share in the writing.<br />
# Nick Montfort began talking about copyright and licensing issues. He proposed the Creative Commons license.<br />
# David Welbourn had a negative reaction to the licensing proposal and eventually dissented.<br />
# Others weighed in with their opinions.<br />
# Nick Montfort garnered approval from all FAQ writers to implement the Creative Commons license for the FAQ separate from ifwiki licensing.<br />
# David Cornelson proposed a Public Domain license with the ability to create copyrighted articles.<br />
# Nick and Dave discuss Dave's proposal on ifMUD<br />
<br />
==Proposals==<br />
* [[Creative Commons Proposal]]<br />
* [[Public Domain 1 Proposal]]<br />
<br />
==Discussion==<br />
# [[Founding Agreement comments by David Welbourn on 1-19-2005 at 22:13 CST]]<br />
# [[Founding Agreement comments by Nick Montfort on 1-20-2005 at 1:26 CST]]<br />
# [[Founding Agreement comments by Jon Rosebaugh on 1-20-2005 at 1:51 CST]]<br />
# [[Founding Agreement comments by Sean Barrett on 1-20-2005 at 6:33 CST]]<br />
# [[Founding Agreement comments by Nick Montfort on 1-20-2005 at 15:04 CST]]<br />
# [[Founding Agreement comments by David Cornelson on 1-20-2005 at 15:50 CST]]<br />
# [[Founding Agreement Comments by Sean Barrett on 1-20-2005 at 21:46 CST]]<br />
# [http://ifmud.port4000.com/alex/ifwiki-license.html Founding Agreement Comments on ifMUD on 1-20-2005 at 23:50 CST]<br />
# [http://ifmud.port4000.com/alex/ifwiki-licensing2.html Founding Agreement Comments on ifMUD on 1-22-2005 at 1:13 CST]<br />
# [[Founding Agreement comments by J. Robinson Wheeler on 1-24-2005 at 2:01 CST]]<br />
<br />
==References==<br />
<br />
* [http://assembler.law.cornell.edu/uscode/html/uscode17/usc_sup_01_17.html U.S. Title 17 Copyright Law]<br />
* [http://www.opensource.org/licenses/index.php/ Opensource.Org Licenses]<br />
* [http://creativecommons.org/ Creative Commons Website]<br />
<br />
=== What the Portland Pattern Repository has done in this area... ===<br />
The [http://en.wikipedia.org/wiki/Portland_Pattern_Repository Portland Pattern Repository] was the first ever wiki. They've had their own [http://c2.com/cgi-bin/wiki?WikiCopyRights discussions] about copyright and licensing. I hope this doesn't add to confusion, but I thought that looking at similar discussions that have happened before might help somewhat. Or cloud the water. I hate not having MUD access at home... --[[User:Jon|Jon]] 12:32, 20 Jan 2005 (Central Standard Time)<br />
<br />
==Issues==<br />
#Are the original IF Theory Glossary items copyrighted?<br />
##If yes, then how do we attribute and license them?<br />
##If no, what license will they have?<br />
#What kinds of content will we have that might have conflicting or varied licenses?<br />
## Glossary Items<br />
## Shared Articles without a main author<br />
## Articles with a byline and editors<br />
## References to external databases such as Baf's<br />
#How are anonymous authors or editors attributed?<br />
<br />
==Creative Commons Agreements==<br />
I agree to let ifwiki license my existing contributions under the Creative Commons Attribution-ShareAlike 2.0 license. --[[User:Nm|Nm]] 18:32, 15 Jan 2005 (Central Standard Time)<br />
<br />
I agree to let ifwiki license my existing contributions of the FAQ Article under the Creative Commons Attribution-ShareAlike 2.0 license. All other contributions are in reserve until further notice. --[[User:David Cornelson|David Cornelson]] 14:18, 23 Jan 2005 (Central Standard Time)<br />
<br />
I agree to let ifwiki license my existing contributions under the Creative Commons Attribution-ShareAlike 2.0 license, and monkeys are hereby declared funny, and ever henceforth shall it be. -- [[User:Maga|Maga]] 09:35, 16 Jan 2005 (Central Standard Time)<br />
<br />
I agree to let ifwiki license my existing contributions under the Creative Commons Attribution-ShareAlike 2.0 license. --[[User:inky|inky]] 15:58, 17 Jan 2005 (Central Standard Time)<br />
<br />
I agree to let ifwiki license my existing contributions under the Creative Commons Attribution-ShareAlike 2.0 license. Such as they are. I'm pretty damn lazy. --[[User:Jon|Jon]] 16:32, 19 Jan 2005 (Central Standard Time)<br />
<br />
I agree with CC licenses, and feel that the fears stated are due to misinterpretation (but, seriously, who am I?). [http://www.gamegrene.com/wiki/ I use CC at my own "interactive" fiction wiki.] --[[User:Morbus Iff|Morbus Iff]] 08:44, 28 Jan 2005 (Central Standard Time)<br />
<br />
If it's still relevant, I do agree to CC-BY relicensing. (We probably need a new wiki at this point though.) [[User:Oreolek|Oreolek]] ([[User talk:Oreolek|talk]]) 06:54, 19 January 2019 (UTC)<br />
<br />
==Testing License Tab==<br />
<br />
Logged Out:<br />
* Anyone should be able to view a license that exists for an article.<br />
* If no license exists for an article, the tab is not shown.<br />
* If the user tries to cheat and enter License:articlename, they will be given the uneditable version of a blank article.<br />
<br />
Logged In and original author of an article:<br />
* Will see license tab at all times and can edit license anytime.<br />
<br />
Logged In and not original author of an article:<br />
* If a license exists, the tab is shown.<br />
* If the user jumps to the license page, they will not be able to edit it.<br />
* If no license exists for an article, the tab is not shown.<br />
* If the user tries to cheat and enter License:articlename, they will be given the uneditable version of a blank article.<br />
<br />
For Articles:<br />
* The associated license should be shown (not editable) at the bottom of an article. If no such license has been created, the phrase "This article is public domain." is printed. (up for discussion).<br />
[[Category:IFWiki]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=The_Annual_IF_Competition&diff=77830The Annual IF Competition2018-04-04T18:13:46Z<p>Oreolek: </p>
<hr />
<div>{{IFCompNavBox}}<br />
<br />
[[The Annual IF Competition]] (also known as '''the rec.arts.int-fiction competition''', '''IF Comp''', or just '''the comp''') was started by [[Kevin Wilson]] in 1995. The official website is at [http://www.ifcomp.org ifcomp.org]. It was taken over by [[David Dyte]] for a couple of years and has been run for the last few years by [[Stephen Granade]] with the help of [[Lucian Smith]] and [[Mark Musante]] and many others. On 5th January 2014, [http://www.intfiction.org/forum/viewtopic.php?f=23&t=10988 Granade announced] that [[Jason McIntosh]] had agreed to be the next organizer of the IF Comp, starting from the 2014 competition.<br />
<br />
In 2016, operation of the competition was taken over by the Interactive Fiction Technology Foundation.<br />
<br />
One of the parallel arrangements to the competition is the [http://www.plover.net/~textfire/beta.html IF Beta Website] where authors can sign up to have other community members beta test their work.<br />
<br />
==See also==<br />
* [[:Category:IF Comp works]]<br />
<br />
==Links==<br />
* [http://www.ifcomp.org/comp11/rules.html IF Comp Rules].<br />
* [http://ifdb.tads.org/search?sortby=awn&newSortBy.x=0&newSortBy.y=0&searchfor=series%3AAnnual+Interactive+Fiction+Competition&comp=1 Annual Interactive Fiction Competition] at [[IFDB]].<br />
* [http://brasslantern.org/community/comps/howwhycomp.html The Hows and Whys of the Annual Interactive Fiction Competition] - article by [[Stephen Granade]] at [[Brass Lantern]].<br />
* Links to each years' results:<br>[http://www.ifcomp.org/comp95/ 1995], [http://www.ifcomp.org/comp96/ 1996], [http://www.ifcomp.org/comp97/ 1997], [http://www.ifcomp.org/comp98/ 1998], [http://www.ifcomp.org/comp99/ 1999], [http://www.ifcomp.org/comp00/ 2000], [http://www.ifcomp.org/comp01/ 2001], [http://www.ifcomp.org/comp02/ 2002], [http://www.ifcomp.org/comp03/ 2003], [http://www.ifcomp.org/comp04/ 2004], [http://www.ifcomp.org/comp05/ 2005], [http://www.ifcomp.org/comp06/ 2006], [http://www.ifcomp.org/comp07/ 2007], [http://www.ifcomp.org/comp08/ 2008], [http://www.ifcomp.org/comp09/ 2009], [http://www.ifcomp.org/comp10/ 2010], [http://www.ifcomp.org/comp11/ 2011], [http://www.ifcomp.org/comp12/ 2012], [http://www.ifcomp.org/comp13/ 2013], [http://www.ifcomp.org/comp14/ 2014]], [http://www.ifcomp.org/comp15/ 2015], [http://www.ifcomp.org/comp16/ 2016], [http://www.ifcomp.org/comp17/ 2017].<br />
* [http://en.wikipedia.org/wiki/Interactive_Fiction_Competition Interactive Fiction Competition] at Wikipedia.<br />
* [http://www.escapistmagazine.com/issue/95/9 Textual Pleasure: Parsing the Annual IF Competition] - article by [[Lara Crigger]] for [[Escapist Magazine|The Escapist]], May 2007.<br />
<br />
[[Category:Annual IF Competition| Annual IF Competition]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=TravelComp&diff=76999TravelComp2017-05-28T08:33:43Z<p>Oreolek: updated the link</p>
<hr />
<div>[[TravelComp]] was organized by [[Alexander Spiridonov|Alexander (Sasha) Spiridonov]] in 2001.<br />
{{stub|Needs Premise and summary of the contraversy.}}<br />
==Entries==<br />
Winning entries:<br />
# ''[[Suddenly, The Trains Departed]]'' ([[Anna Rostovtseva]]; 2001; MS-Windows). [[Russian]]. Written in Delphi. Never released to the public.<br />
# ''[[On a Horse with No Name]]'' ([[Greg Ewing]]; 2001; [[Alan]]).<br />
<br />
==Links==<br />
* www.dreamwater.org/sasha/travel.html was TravelComp's homepage; this link is broken.<br />
* [https://groups.google.com/d/msg/rec.arts.int-fiction/JMh6_bh7OrE/7_vQS-nL2C4J This is the E&#91;nd&#93;] - The raif thread with the TravelComp results and the resulting controversy.<br />
[[Category:Minicomp]] [[Category:2001]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=The_Queen%27s_Menagerie&diff=76074The Queen's Menagerie2016-10-05T05:28:21Z<p>Oreolek: </p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{In-comp}} {{CYOA}} {{genre wanted}} {{ifcnth|2016|nth of TBD}} </td></tr></table><br />
<br />
{{work infobox|title=The Queen's Menagerie|image=[[Image:Queen's_Menagerie_cover.png|300px]]|author=[[Chandler Groover]]|released=01-Oct-2016|authsystem=[[Texture]]|p|platform=Web browser|language=English}}<br />
<br />
These beasts won't feed themselves.<br />
<br />
A puzzleless exhibition. Ten to fifteen minutes. <br />
<br />
==How It Begins==<br />
Under heaven they say there’s great wonders numbered either seven or eight. None can seem to agree. Maybe a certain orchard with silver fruit counts, or maybe not. But however the mathematics fall, there’s no doubt that one wonder ranks high in the list, and that would be the queen's menagerie. No beast that’s ever been captured lacks a station in her royal cells.<br />
<br />
It may be hard to catch a beast; it’s harder to keep one. Not that the queen does the keeping. She’s got herself a zookeeper for that. Little scabrous fellow named—well, his name’s not important. What matters is that he can open the locks.<br />
<br />
==Versions==<br />
===Competition release===<br />
* ''The Queen's Menagerie'' ([[Chandler Groover]]; 01-Oct-2016; Web browser).<br />
** [[IF Comp 2016]]: entry.<br />
** [https://ifcomp.org/1478/content/index.html Play online]<br />
<br />
==Links== <br />
===General info===<br />
* {{ifdb game|The Queen's Menagerie|52qxb0gl1h2xbmq4}}.<br />
* [http://ifwizz.de/the-queens-menagerie-(2016-en).html The Queen's Menagerie] at [[ifwizz]].<br />
<br />
{{DEFAULTSORT:Queen's Menagerie}}<br />
[[Category:Works]] [[Category:Works in 2016]] [[Category:IF Comp works]] [[Category:Web browser works]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=The_Queen%27s_Menagerie&diff=76073The Queen's Menagerie2016-10-05T05:27:54Z<p>Oreolek: more details</p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{In-comp}} {{CYOA}} {{genre wanted}} {{ifcnth|2016|nth of TBD}} </td></tr></table><br />
<br />
{{work infobox|title=The Queen's Menagerie|image=[[Image:Queen's_Menagerie_cover.png|300px]]|author=[[Chandler Groover]]|released=01-Oct-2016|authsystem=HTML/Javascript|platform=[[Texture]]|language=English}}<br />
<br />
These beasts won't feed themselves.<br />
<br />
A puzzleless exhibition. Ten to fifteen minutes. <br />
<br />
==How It Begins==<br />
Under heaven they say there’s great wonders numbered either seven or eight. None can seem to agree. Maybe a certain orchard with silver fruit counts, or maybe not. But however the mathematics fall, there’s no doubt that one wonder ranks high in the list, and that would be the queen's menagerie. No beast that’s ever been captured lacks a station in her royal cells.<br />
<br />
It may be hard to catch a beast; it’s harder to keep one. Not that the queen does the keeping. She’s got herself a zookeeper for that. Little scabrous fellow named—well, his name’s not important. What matters is that he can open the locks.<br />
<br />
==Versions==<br />
===Competition release===<br />
* ''The Queen's Menagerie'' ([[Chandler Groover]]; 01-Oct-2016; Web browser).<br />
** [[IF Comp 2016]]: entry.<br />
** [https://ifcomp.org/1478/content/index.html Play online]<br />
<br />
==Links== <br />
===General info===<br />
* {{ifdb game|The Queen's Menagerie|52qxb0gl1h2xbmq4}}.<br />
* [http://ifwizz.de/the-queens-menagerie-(2016-en).html The Queen's Menagerie] at [[ifwizz]].<br />
<br />
{{DEFAULTSORT:Queen's Menagerie}}<br />
[[Category:Works]] [[Category:Works in 2016]] [[Category:IF Comp works]] [[Category:Web browser works]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Queen%27s_Menagerie_cover.png&diff=76072File:Queen's Menagerie cover.png2016-10-05T05:23:33Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=Yes,_my_mother_is...&diff=76071Yes, my mother is...2016-10-05T05:21:17Z<p>Oreolek: filled the details</p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{In-comp}} {{CYOA}} {{Building}} {{Drama}} {{ifcnth|2016|nth of TBD}} </td></tr></table><br />
<br />
{{work infobox|title=Yes, my mother is...|image=[[Image:Yes, my mother is.jpg]]|author=[[Skarn]]|released=01-Oct-2016|authsystem=[[Twine]]|platform=Web browser|language=English}}<br />
<br />
==How It Begins==<br />
As usual, you arrive at work a good half an hour before you're supposed to start. Time enough to drink a little something and do some boring but needed paperwork in peace.<br />
<br />
In spite of that, about once a week, someone manages to come in even earlier than you. And today is one of those days. A skinny, frail, androgynous, and almost anonymous in their plain sweatshirt and trainers, person is sitting on one of the four plastic chairs making up your waiting room. Well, sitting may not be the best of words seeing how much they're fidgeting and blatantly oozing with stress.<br />
<br />
You're not a morning person (OK, you're not particularly better at noon or midnight), but you're not so cold-hearted as to leave them be for another thirty minutes, so you invite them to enter. They nod, stand up as you unlock the door, and are unable to hide their surprise over how barren your office is. A couple of cheap chairs, similar to the one they were resting on, a table, a metallic cabinet, and that's all. At least you have a window, even if the view goes only as far as the concrete wall of a nearby building.<br />
<br />
==Versions==<br />
===Competition release===<br />
* ''Yes, my mother is...'' ([[Skarn]]; 01-Oct-2016; Web browser).<br />
** [[IF Comp 2016]]: entry.<br />
** Beta testers: Matt Bates, Outremer<br />
** Cover photo: Augusto De Luca (CC-BY-SA)<br />
** Cover font: Jesse Kuiper<br />
** [https://ifcomp.org/1544/content/yes_my_mother_is.html Play online]<br />
** [https://ifcomp.org/play/1544/download Download] from IFComp website<br />
<br />
==Links== <br />
===General info===<br />
* {{ifdb game|Yes, my mother is...|u59motjd3cy084yj}}.<br />
* [http://ifwizz.de/yes-my-mother-is...-(2016-en).html Yes, my mother is...] at [[ifwizz]].<br />
<br />
== Reviews ==<br />
* [https://heterogenoustasks.wordpress.com/2016/10/04/if-comp-16-yes-my-mother-is/ Review] by [[Sam Kabo Ashwell]]<br />
<br />
{{DEFAULTSORT:Yes, My Mother Is}}<br />
[[Category:Works]] [[Category:Works in 2016]] [[Category:IF Comp works]] [[Category:Twine works]] [[Category:Web browser works]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Yes,_my_mother_is.jpg&diff=76070File:Yes, my mother is.jpg2016-10-05T05:18:10Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=URQ&diff=75874URQ2016-09-01T13:53:38Z<p>Oreolek: </p>
<hr />
<div>[[URQ]], or '''Universal RipSoft Quest''', is a [[Russian]] [[authoring system]] for creating Russian [[CYOA]] games. According to a page on the [[RTADS]] site, URQ is the oldest and the most popular development system in Russian IF. The original author of URQ is [[Timofey Basanov]] a.k.a. RipOs. Also several people contributed to URQ's development, primarily [[Victor Koryanov]] and [[Anton Zhuchkov]].<br />
<br />
URQ games can be downloaded from the main URQ site (see below).<br />
<br />
==Links==<br />
* [http://urq.plut.info/ urq.plut.info] - The main URQ site, including the URQ Forum. - In Russian only.<br />
* [http://ripsoft.narod.ru/Ripsoft.htm Ripsoft Corp.] - In Russian only.<br />
* [http://sparkynet.com/spag/backissues/spag48.html SPAG #48] (May 2007) contains an interview with several members of the Russian IF community that use URQ: [[Victor Koryanov]], [[Akela]], [[Eugene Tugolukov]] a.k.a. Korwin, [[Evgeny Bychkov]] a.k.a. brevno, [[Yuri Pavlenko]] a.k.a. Goraph, and [[ZombX]]. The interviewer was [[Jenny Waynest]]. The interview was translated to English by [[Valentine Kopteltsev]].<br />
<br />
[[Category:Russian]] [[Category:Authoring system]] [[Category:CYOA]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=QSP&diff=75873QSP2016-09-01T13:53:18Z<p>Oreolek: </p>
<hr />
<div>{{engine infobox|title=QSP|image=|author=[[Valery Argunov]]|released=2004|last_release=2010|platform=Cross-platform|language=Russian|license=GPL v2|color=Possible|graphics=Possible|sound=Possible}}<br />
<br />
=Quest Soft Player=<br />
'''Quest Soft Player''' is a text-based game developing system leaning towards the choice-based interface (there is an option to make a parser game). It includes a cross-platform player and a couple of utilities for game development.<br />
<br />
Originally developed by Valery "Byte" Argunov, it has a big and stable Russian community.<br />
<br />
The program is cross-platform, working on Windows, PocketBook, Android, Windows CE / Windows Mobile, Linux / Unix, MacOS, Sony PSP, BeOS / Haiku. The player is licensed under GPLv2, some utilities and libraries are LGPLv2.<br />
<br />
There is a flavor of QSP named [[AeroQSP]] Shell for making Flash games, making QSP playable in a web browser.<br />
<br />
==Links==<br />
* [http://qsp.su/ QSP.su] - the official site<br />
* [http://wiki.qsp.su/ Wiki] - documentation and guides<br />
* [https://github.com/QSPFoundation/qsp Source code] - source code on Github<br />
* [http://ifwiki.ru/QSP QSP] - page on the russian IFWiki<br />
[[Category:Authoring system]]<br />
[[Category:CYOA]]<br />
[[Category:Russian]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Standard_Patterns_in_Choice-Based_Games&diff=73343Standard Patterns in Choice-Based Games2016-05-10T01:44:44Z<p>Oreolek: </p>
<hr />
<div>'''Author:''' Sam Kabo Ashwell<br />
<br />
[https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/ The original article]<br />
<br />
When I was analysing the structures of [[CYOA]] works a few years back, I began to recognise some strong recurring design patterns. I came up with some home-brewed terminology, but didn’t ever lay it out in a nice clear way. This is a non-exhaustive look at some of the more common approaches, somewhat-updated (a lot has changed since then).<br />
<br />
I should stress that these aren’t discrete categories: while a lot of works will fall very straightforwardly into a single pattern, many will involve elements of multiple patterns. (And yes, I’m aware that you can often simulate one using the mechanics of another. That’s mostly beside the point.) Also, the example diagrams I’m using are smaller and simpler than would be likely in actual works.<br />
<br />
====== Time Cave ======<br />
<br />
A heavily-branching sequence. All choices are of roughly equal significance; there is little or no re-merging, and therefore no need for state-tracking. There are many, many endings.<br />
<br />
[[File:timecaveb.png]]<br />
<br />
''Effects:'' The time cave is the oldest and most obvious [[CYOA]] structure. It is often good for narratives about freedom and open possibility, adventures that could go anywhere, flights of fancy. Time caves tend to have relatively short playthroughs, but strongly encourage replay: they are broad rather than long. Even with multiple playthroughs, most players will probably miss a good deal of the content.<br />
<br />
The time cave’s structure is both organised by chronological progression and detached from it. It’s ungrounded by regularity: possibility is so open that it often becomes fantastic or surreal, with different branches occupying wholly different realities. The player has velocity but little grasp, vast freedom but little ability to comprehend it.<br />
<br />
''Examples:'' Edward Packard’s earlier work ([[The Cave of Time]], [[Sugarcane Island]]), Emily Short’s [[A dark and stormy entry]]; [[Pretty Little Mistakes]].<br />
<br />
====== Gauntlet ======<br />
<br />
Long rather than broad, gauntlets have a relatively linear central thread, pruned by branches which end in death, backtracking, or quick rejoining. The Gauntlet generally tells one anointed story, which can be adorned with optional content or prematurely ended with failure; if there are multiple endings, they’re likely to derive from a Final Choice. Gauntlets rarely rely on state to any great extent (if they do, they are likely to evolve into a branch-and-bottleneck structure.)<br />
<br />
[[File:Gauntlet.png]]<br />
<br />
''Effects:'' The player is likely to realise that they are on a constrained path, but the presentation of side-branches matters a great deal – do they mean death? incorrect answers? travel back in time? blocked paths, footnotes, or scenic details? Most often, the gauntlet creates an atmosphere of a hazardous, difficult or constrained world. Sometimes this can be punishing or depressing; sometimes it can be darkly comic; sometimes it’s a sign that you’re in a work heavily dependent on reflective or rhetorical choice. Perhaps the easiest structure to author, gauntlets can be conceived of in similar terms to linear stories, and ensure that most players will see most of the important content.<br />
<br />
There are two major varieties of gauntlet: deadly and friendly. Deadly gauntlets mostly prune the tree with failure; friendly ones mostly do so with short-range rejoining, and look a bit more like simple branch-and-bottleneck structures. Friendly gauntlets have been vastly more common in recent years, making up a high proportion of [[Twine]] works.<br />
<br />
''Examples:'' [[Zork: The Forces of Krill]]. [[Our Boys In Uniform]].<br />
<br />
====== Branch and Bottleneck ======<br />
<br />
The game branches, but the branches regularly rejoin, usually around events that are common to all versions of the story. To avoid obliterating the effect of past choices, branch-and-bottleneck structures almost always rely on heavy use of state-tracking (if a game doesn’t do this, chances are you are dealing with a gauntlet).<br />
<br />
Somewhat rarely, the bottlenecks may be invisible – the plot branches and never reaches an explicit rejoining node, but the choices at the end of each branch are the same or similar, creating an exquisite-corpse effect.<br />
<br />
[[File:Bottlebranch.png]]<br />
<br />
''Effects:'' Branch-and-bottleneck games tend to be heavily governed by the passage of time, while still allowing the player fairly strong grasp. The branch-and-bottleneck structure is most often used to reflect the growth of the player-character: it allows the player to construct a somewhat-distinctive story and/or personality, while still allowing for a manageable plot. There’s a tendency – not a necessary one, by any means – for playthroughs to be very similar in the early game, then diverge as the effects of earlier choices accumulate. In order for the approach to work, it has to be used in a fairly large piece; you need time to accumulate change before producing results that reflect it.<br />
<br />
''Examples:'' This is pretty much how [[Long Live the Queen]] works, and is the guiding principle of [[Choice of Games]] ([[Dan Fabulich]] uses the term delayed branching). It’s also a common plot structure in non-IF games that allow significant plot choices.<br />
<br />
====== Quest ======<br />
<br />
The quest structure forms distinct branches, though they tend to rejoin to reach a relatively small number of winning endings (often only one). The elements of these branches have a modular structure: small, tightly-grouped clusters of nodes allowing many ways to approach a single situation, with lots of interconnection within each cluster and relatively little outside it. Re-merging is fairly common; backtracking rather less so. Quests generally involve some level of state-tracking, and do poorly when they don’t. The minimal size for a quest is relatively large, and this category includes some of the largest [[CYOA|CYOAs]].<br />
<br />
[[File:quest.png]]<br />
<br />
''Effects:'' This mode is well-suited for journeys of exploration, focused on setting; the quest’s structure tends to be organised by geography rather than time. Indeed, most works of this kind involve a journey with a specific purpose in mind. Quests work well for grounded, consistent worlds, but within that context the player-character’s situation is constantly changing. The narrative tends to be fragmentary or episodic, like old-school [[D&D]] encounters: little chunks of story which might not have any great significance for the big picture.<br />
<br />
''Examples:'' The [[Fighting Fantasy]] books and their descendants ([[Lone Wolf]], [[80 Days]]).<br />
<br />
====== Open Map ======<br />
<br />
Even though quests are structured by geography, time still plays an important part: there’s a built-in direction of travel. But take a [[CYOA]] structure, make travel between the major nodes reversible, and you have a static geography, a world in which the player can toodle about indefinitely. Often this is a literal geography and relies on extensive state-tracking both explicit and secret for narrative progress. But it’s not an uncommon mode for things with assumptions grounded in the hypertext-novel idiom – static but non-linear works like [[Le Reprobateur]].<br />
<br />
[[File:openmap.png]]<br />
<br />
''Effects:'' This is often used as an imitation of the default style of parser IF, although some may be parallel derivation from the former’s [[D&D]] roots. As with classic map-based parser games, the narrative tends to become slower-paced and less directed; the player has more leisure to explore and grasp the world, but spends less of their time advancing the story.<br />
<br />
''Examples:'' [[Duelmaster]]; [[Chemistry and Physics]].<br />
<br />
====== Sorting Hat ======<br />
<br />
The early game branches heavily and rejoins heavily (branch-and-bottleneck is a likely model here), ultimately determining which major branch the player gets assigned to. These major branches are typically quite linear – sometimes they look like gauntlets, but they might be choiceless straight-shots. Sorting Hats almost always rely substantially on state-tracking in the early game, and often bottleneck at the decision point.<br />
<br />
''Effects:'' The Sorting Hat is a compromise between the breadth of more open formats and the depth of linear ones. Sometimes the nature of the various branches is signaled to the player; this is kind of important, in fact, because the player is pretty likely to notice the linearity of the second half and might assume that all of their choices will ultimately get funneled into that particular thread. The player gets a lot of influence over how the story goes; however, the author may end up effectively having to write several different games.<br />
<br />
''Examples:'' [[Katawa Shoujo]]; [[Magical Makeover]].<br />
<br />
====== Floating Modules ======<br />
<br />
A mode only really possible in computer-based works. There is no tree – or, while there may be scattered twigs and branches, there’s no trunk. No central plot, no through-line: modular encounters become available to the player based largely on state, or perhaps randomly.<br />
<br />
''Effects:'' This is a challenging style to write for, both because it’s difficult to intuitively grasp – writers tend to rebound quickly to a more unified structure – and because few assumptions can ever be made about prior events. Without a large amount of content, the method tends to collapse into a linear system. Because play mechanics are largely about altering stats in order to negotiate a world, there’s a strong incentive to expose those stats to the player; repeated events chosen only to affect a stat (grinding) may be a feature.<br />
<br />
''Examples:'' Pure examples of modular design are relatively rare. [[King of Chicago]] (hat-tip Sean Barrett) is an early example. [[StoryNexus]] and its conceptual relatives (e.g. [[Bee]]) inhabit this space, though they generally impose some more linear-progression structure on it. ([[Alexis Kennedy]] uses the term quality-based narrative to describe the general approach: ‘pieces of story like mosaic tiles, not pipes or complex machinery.’)<br />
<br />
====== Loop and Grow. ======<br />
<br />
The game has a central thread of some kind, which loops around, over and over, to the same point: but thanks to state-tracking, each time around new options may be unlocked and others closed off. This is a very general pattern, and can co-exist with many others. Trapped in Time, for instance, is basically a cycle-and-growing Gauntlet; Bee tames its floating-module nature with a year-long loop structure.<br />
<br />
[[File:Cyclegrow.png]]<br />
<br />
''Effects:'' Loop and Grow emphasizes the regularity of the world while retaining narrative momentum. A justification is needed for why whole sections of narrative can repeat: the player-character is often following routine activities in a familiar space, engaged in time-travel, or performing tasks at a certain level of abstraction. This regularity often comes at the price of openness: many stories with a strong Loop and Grow structure involve a struggle against confinement or stagnation.<br />
<br />
An important variation of loop-and-grow structures is spoke and hub: the game has several major branches, but they all originate at and return to a central node or set of nodes. The player may go out along each spoke once, or many times.<br />
<br />
''Examples:'' [[Bee]], [[Trapped in Time]], [[Solarium]].<br />
<br />
[[Category:Game mechanics]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Cyclegrow.png&diff=73342File:Cyclegrow.png2016-05-10T01:44:17Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Openmap.png&diff=73340File:Openmap.png2016-05-10T01:43:43Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Quest.png&diff=73339File:Quest.png2016-05-10T01:43:31Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Gauntlet.png&diff=73338File:Gauntlet.png2016-05-10T01:42:48Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Bottlebranch.png&diff=73337File:Bottlebranch.png2016-05-10T01:41:59Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=File:Timecaveb.png&diff=73336File:Timecaveb.png2016-05-10T01:41:08Z<p>Oreolek: </p>
<hr />
<div></div>Oreolekhttps://www.ifwiki.org/index.php?title=Standard_Patterns_in_Choice-Based_Games&diff=73335Standard Patterns in Choice-Based Games2016-05-10T01:40:22Z<p>Oreolek: Created page with "'''Author:''' Sam Kabo Ashwell [https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/ The original article] When I was analysing the st..."</p>
<hr />
<div>'''Author:''' Sam Kabo Ashwell<br />
<br />
[https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/ The original article]<br />
<br />
When I was analysing the structures of [[CYOA]] works a few years back, I began to recognise some strong recurring design patterns. I came up with some home-brewed terminology, but didn’t ever lay it out in a nice clear way. This is a non-exhaustive look at some of the more common approaches, somewhat-updated (a lot has changed since then).<br />
<br />
I should stress that these aren’t discrete categories: while a lot of works will fall very straightforwardly into a single pattern, many will involve elements of multiple patterns. (And yes, I’m aware that you can often simulate one using the mechanics of another. That’s mostly beside the point.) Also, the example diagrams I’m using are smaller and simpler than would be likely in actual works.<br />
<br />
====== Time Cave ======<br />
<br />
A heavily-branching sequence. All choices are of roughly equal significance; there is little or no re-merging, and therefore no need for state-tracking. There are many, many endings.<br />
<br />
''Effects:'' The time cave is the oldest and most obvious [[CYOA]] structure. It is often good for narratives about freedom and open possibility, adventures that could go anywhere, flights of fancy. Time caves tend to have relatively short playthroughs, but strongly encourage replay: they are broad rather than long. Even with multiple playthroughs, most players will probably miss a good deal of the content.<br />
<br />
The time cave’s structure is both organised by chronological progression and detached from it. It’s ungrounded by regularity: possibility is so open that it often becomes fantastic or surreal, with different branches occupying wholly different realities. The player has velocity but little grasp, vast freedom but little ability to comprehend it.<br />
<br />
''Examples:'' Edward Packard’s earlier work ([[The Cave of Time]], [[Sugarcane Island]]), Emily Short’s [[A dark and stormy entry]]; [[Pretty Little Mistakes]].<br />
<br />
====== Gauntlet ======<br />
<br />
Long rather than broad, gauntlets have a relatively linear central thread, pruned by branches which end in death, backtracking, or quick rejoining. The Gauntlet generally tells one anointed story, which can be adorned with optional content or prematurely ended with failure; if there are multiple endings, they’re likely to derive from a Final Choice. Gauntlets rarely rely on state to any great extent (if they do, they are likely to evolve into a branch-and-bottleneck structure.)<br />
<br />
''Effects:'' The player is likely to realise that they are on a constrained path, but the presentation of side-branches matters a great deal – do they mean death? incorrect answers? travel back in time? blocked paths, footnotes, or scenic details? Most often, the gauntlet creates an atmosphere of a hazardous, difficult or constrained world. Sometimes this can be punishing or depressing; sometimes it can be darkly comic; sometimes it’s a sign that you’re in a work heavily dependent on reflective or rhetorical choice. Perhaps the easiest structure to author, gauntlets can be conceived of in similar terms to linear stories, and ensure that most players will see most of the important content.<br />
<br />
There are two major varieties of gauntlet: deadly and friendly. Deadly gauntlets mostly prune the tree with failure; friendly ones mostly do so with short-range rejoining, and look a bit more like simple branch-and-bottleneck structures. Friendly gauntlets have been vastly more common in recent years, making up a high proportion of [[Twine]] works.<br />
<br />
''Examples:'' [[Zork: The Forces of Krill]]. [[Our Boys In Uniform]].<br />
<br />
====== Branch and Bottleneck ======<br />
<br />
The game branches, but the branches regularly rejoin, usually around events that are common to all versions of the story. To avoid obliterating the effect of past choices, branch-and-bottleneck structures almost always rely on heavy use of state-tracking (if a game doesn’t do this, chances are you are dealing with a gauntlet).<br />
<br />
Somewhat rarely, the bottlenecks may be invisible – the plot branches and never reaches an explicit rejoining node, but the choices at the end of each branch are the same or similar, creating an exquisite-corpse effect.<br />
<br />
''Effects:'' Branch-and-bottleneck games tend to be heavily governed by the passage of time, while still allowing the player fairly strong grasp. The branch-and-bottleneck structure is most often used to reflect the growth of the player-character: it allows the player to construct a somewhat-distinctive story and/or personality, while still allowing for a manageable plot. There’s a tendency – not a necessary one, by any means – for playthroughs to be very similar in the early game, then diverge as the effects of earlier choices accumulate. In order for the approach to work, it has to be used in a fairly large piece; you need time to accumulate change before producing results that reflect it.<br />
<br />
''Examples:'' This is pretty much how [[Long Live the Queen]] works, and is the guiding principle of [[Choice of Games]] ([[Dan Fabulich]] uses the term delayed branching). It’s also a common plot structure in non-IF games that allow significant plot choices.<br />
<br />
====== Quest ======<br />
<br />
The quest structure forms distinct branches, though they tend to rejoin to reach a relatively small number of winning endings (often only one). The elements of these branches have a modular structure: small, tightly-grouped clusters of nodes allowing many ways to approach a single situation, with lots of interconnection within each cluster and relatively little outside it. Re-merging is fairly common; backtracking rather less so. Quests generally involve some level of state-tracking, and do poorly when they don’t. The minimal size for a quest is relatively large, and this category includes some of the largest [[CYOA|CYOAs]].<br />
<br />
''Effects:'' This mode is well-suited for journeys of exploration, focused on setting; the quest’s structure tends to be organised by geography rather than time. Indeed, most works of this kind involve a journey with a specific purpose in mind. Quests work well for grounded, consistent worlds, but within that context the player-character’s situation is constantly changing. The narrative tends to be fragmentary or episodic, like old-school [[D&D]] encounters: little chunks of story which might not have any great significance for the big picture.<br />
<br />
''Examples:'' The [[Fighting Fantasy]] books and their descendants ([[Lone Wolf]], [[80 Days]]).<br />
<br />
====== Open Map ======<br />
<br />
Even though quests are structured by geography, time still plays an important part: there’s a built-in direction of travel. But take a [[CYOA]] structure, make travel between the major nodes reversible, and you have a static geography, a world in which the player can toodle about indefinitely. Often this is a literal geography and relies on extensive state-tracking both explicit and secret for narrative progress. But it’s not an uncommon mode for things with assumptions grounded in the hypertext-novel idiom – static but non-linear works like [[Le Reprobateur]].<br />
<br />
''Effects:'' This is often used as an imitation of the default style of parser IF, although some may be parallel derivation from the former’s [[D&D]] roots. As with classic map-based parser games, the narrative tends to become slower-paced and less directed; the player has more leisure to explore and grasp the world, but spends less of their time advancing the story.<br />
<br />
''Examples:'' [[Duelmaster]]; [[Chemistry and Physics]].<br />
<br />
====== Sorting Hat ======<br />
<br />
The early game branches heavily and rejoins heavily (branch-and-bottleneck is a likely model here), ultimately determining which major branch the player gets assigned to. These major branches are typically quite linear – sometimes they look like gauntlets, but they might be choiceless straight-shots. Sorting Hats almost always rely substantially on state-tracking in the early game, and often bottleneck at the decision point.<br />
<br />
''Effects:'' The Sorting Hat is a compromise between the breadth of more open formats and the depth of linear ones. Sometimes the nature of the various branches is signaled to the player; this is kind of important, in fact, because the player is pretty likely to notice the linearity of the second half and might assume that all of their choices will ultimately get funneled into that particular thread. The player gets a lot of influence over how the story goes; however, the author may end up effectively having to write several different games.<br />
<br />
''Examples:'' [[Katawa Shoujo]]; [[Magical Makeover]].<br />
<br />
====== Floating Modules ======<br />
<br />
A mode only really possible in computer-based works. There is no tree – or, while there may be scattered twigs and branches, there’s no trunk. No central plot, no through-line: modular encounters become available to the player based largely on state, or perhaps randomly.<br />
<br />
''Effects:'' This is a challenging style to write for, both because it’s difficult to intuitively grasp – writers tend to rebound quickly to a more unified structure – and because few assumptions can ever be made about prior events. Without a large amount of content, the method tends to collapse into a linear system. Because play mechanics are largely about altering stats in order to negotiate a world, there’s a strong incentive to expose those stats to the player; repeated events chosen only to affect a stat (grinding) may be a feature.<br />
<br />
''Examples:'' Pure examples of modular design are relatively rare. [[King of Chicago]] (hat-tip Sean Barrett) is an early example. [[StoryNexus]] and its conceptual relatives (e.g. [[Bee]]) inhabit this space, though they generally impose some more linear-progression structure on it. ([[Alexis Kennedy]] uses the term quality-based narrative to describe the general approach: ‘pieces of story like mosaic tiles, not pipes or complex machinery.’)<br />
<br />
====== Loop and Grow. ======<br />
<br />
The game has a central thread of some kind, which loops around, over and over, to the same point: but thanks to state-tracking, each time around new options may be unlocked and others closed off. This is a very general pattern, and can co-exist with many others. Trapped in Time, for instance, is basically a cycle-and-growing Gauntlet; Bee tames its floating-module nature with a year-long loop structure.<br />
<br />
''Effects:'' Loop and Grow emphasizes the regularity of the world while retaining narrative momentum. A justification is needed for why whole sections of narrative can repeat: the player-character is often following routine activities in a familiar space, engaged in time-travel, or performing tasks at a certain level of abstraction. This regularity often comes at the price of openness: many stories with a strong Loop and Grow structure involve a struggle against confinement or stagnation.<br />
<br />
An important variation of loop-and-grow structures is spoke and hub: the game has several major branches, but they all originate at and return to a central node or set of nodes. The player may go out along each spoke once, or many times.<br />
<br />
''Examples:'' [[Bee]], [[Trapped in Time]], [[Solarium]].<br />
<br />
[[Category:Game mechanics]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=QSP&diff=73163QSP2016-01-26T11:15:52Z<p>Oreolek: Created page with "{{engine infobox|title=QSP|image=|author=Valery Argunov|released=2004|last_release=2010|platform=Cross-platform|language=Russian|license=GPL v2|color=Possible|graphics=Pos..."</p>
<hr />
<div>{{engine infobox|title=QSP|image=|author=[[Valery Argunov]]|released=2004|last_release=2010|platform=Cross-platform|language=Russian|license=GPL v2|color=Possible|graphics=Possible|sound=Possible}}<br />
<br />
=Quest Soft Player=<br />
'''Quest Soft Player''' is a text-based game developing system leaning towards the choice-based interface (there is an option to make a parser game). It includes a cross-platform player and a couple of utilities for game development.<br />
<br />
Originally developed by Valery "Byte" Argunov, it has a big and stable Russian community.<br />
<br />
The program is cross-platform, working on Windows, PocketBook, Android, Windows CE / Windows Mobile, Linux / Unix, MacOS, Sony PSP, BeOS / Haiku. The player is licensed under GPLv2, some utilities and libraries are LGPLv2.<br />
<br />
There is a flavor of QSP named [[AeroQSP]] Shell for making Flash games, making QSP playable in a web browser.<br />
<br />
==Links==<br />
* [http://qsp.su/ QSP.su] - the official site<br />
* [http://wiki.qsp.su/ Wiki] - documentation and guides<br />
* [https://github.com/QSPFoundation/qsp Source code] - source code on Github<br />
* [http://ifwiki.ru/QSP QSP] - page on the russian IFWiki<br />
[[Category:Authoring system]]<br />
[[Category:CYOA]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=INSTEAD&diff=73162INSTEAD2016-01-26T11:02:52Z<p>Oreolek: </p>
<hr />
<div>[[File:INSTEAD Game «The Returning of the Quantum Cat».png|thumb|300px|INSTEAD Game «The Returning of the Quantum Cat»]]<br />
<br />
'''INSTEAD''' — an INterpreter of Simple TExt ADventure, created by Peter Kosyh in 2009 and now one of the actively developing engines in Russia. Games are written in the programming language Lua.<br />
<br />
== Games in English ==<br />
* Kayleth<br />
* Returning of the quantum cat (file "instead-cat_en"). Incomplete translation and old version.<br />
* A small tutorial is included in the package program.<br />
<br />
== Publishing online ==<br />
The engine itself is purely offline but there are several community conversions.<br />
<br />
excelenter's Haxe solution compiles into a Flash game, epoxa's gives you a server-side game, or there is an Emscripten approach for a regular downloadable Javascript game page. It' not the best on the performance or utilising the browser capabilities, though.<br />
<br />
== Links ==<br />
* Home page. [http://instead.syscall.ru/ instead.syscall.ru]<br />
* Repository at Google Code. [http://code.google.com/p/instead/ code.google.com]<br />
* Wiki. <small>(Please, help with a translation into English!)</small> [http://instead.syscall.ru/wiki/en/start instead.syscall.ru]<br />
* Forum in Russian and English languages. [http://instead.syscall.ru/forum/ instead.syscall.ru]<br />
<br />
[[Category:Authoring system]]<br />
[[Category:Russian]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Squiffy&diff=73161Squiffy2016-01-26T05:14:49Z<p>Oreolek: infobox</p>
<hr />
<div>{{engine infobox|title=Squiffy|image=|author=[[Alex Warren]]|released=2014|last_release=2016|platform=Web browser|language=English|license=MIT License|color=Possible|graphics=Possible|sound=Possible}}<br />
<br />
[[Squiffy]], created by [[Alex Warren]], is an open-source tool for authoring hyperlink interactive fiction. Works may be created in a dedicated Squiffy editor (online or downloaded) or in a text file. Authors write stories using Markdown, and Squiffy compiles the source to generate HTML, CSS, and JavaScript. A work in Squiffy may have two types of pages: "passages", which let players interact with the current scene, and "sections," which move to the next scene in the story.<br />
<br />
Squiffy was first released on July 26, 2014.<br />
<br />
==Links==<br />
<br />
===Author Resources===<br />
* [http://docs.textadventures.co.uk/squiffy/ Squiffy documentation and download links] at textadventures.co.uk.<br />
* [http://textadventures.co.uk/squiffy/editor Squiffy online editor] at textadventures.co.uk.<br />
* [http://forum.textadventures.co.uk/viewforum.php?f=24 Squiffy forum] at textadventures.co.uk.<br />
<br />
===History of Squiffy's Development===<br />
* [http://docs.textadventures.co.uk/squiffy/roadmap.html Squiffy development roadmap] at textadventures.co.uk.<br />
* [http://blog.textadventures.co.uk/2014/07/27/squiffy-1-0/ Squiffy 1.0] at textadventures.co.uk - July 27, 2014.<br />
* [http://blog.textadventures.co.uk/2014/10/11/squiffy-2-0/ Squiffy 2.0] at textadventures.co.uk - October 11, 2014.<br />
* [http://blog.textadventures.co.uk/2015/04/25/squiffy-3-a-new-web-based-editor-for-interactive-fiction/ Squiffy 3 - a new web-based editor for interactive fiction] at textadventures.co.uk - April 25, 2015.<br />
* [http://blog.textadventures.co.uk/2015/07/11/squiffy-4-interactive-fiction-editor-for-windows-os-x-and-linux/ Squiffy 4 - interactive fiction editor for Windows, OS X and Linux] at textadventures.co.uk - July 11, 2015.<br />
* [http://blog.textadventures.co.uk/2015/11/14/squiffy-5-an-improved-editing-experience/ Squiffy 5 - an improved editing experience] at textadventures.co.uk - November 14, 2015.<br />
<br />
===Squiffy Source===<br />
* [https://github.com/textadventures/squiffy Squiffy compiler source] on Github.<br />
* [https://github.com/textadventures/squiffy-editor Squiffy editor source] on Github.<br />
<br />
{{stub}}<br />
<br />
[[Category:Authoring system]]<br />
[[Category:Squiffy]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=ChoiceScript&diff=73160ChoiceScript2016-01-26T05:12:33Z<p>Oreolek: </p>
<hr />
<div>{{engine infobox|title=ChoiceScript|image=|author=[[Dan Fabulich]]|released=2010|last_release=2016|platform=Web browser|language=English|license=ChoiceScript License|color=Possible|graphics=Possible|sound=Ambient}}<br />
<br />
=ChoiceScript=<br />
ChoiceScript is a simple programming language created by [[Dan Fabulich]] for writing<br />
[[choose your own adventure]] games -- or what ChoiceScript calls multiple-choice games (MCGs).<br />
ChoiceScript is designed to be very easy to use, even for authors with no programming experience.<br />
ChoiceScript games are played in a web browser.<br />
<br />
[[Choice of Games]] is the company founded to publish and promote the development of games in ChoiceScript.<br />
<br />
==Early examples of ChoiceScript games==<br />
* ''[[Choice of the Dragon]]'' ([[Dan Fabulich]]; 2010).<br />
* ''[[Choice of Broadsides]]'' ([[Dan Fabulich]]; 2010). <br />
* ''[[The Sons of the Cherry]]'' ([[Alex Livingston]]; 2010). Entered in [[IF Comp 2010]].<br />
<br />
Dan Fabulich also wrote three very small games in ChoiceScript for [[TWIFcomp]], where the rules<br />
required authors to write a complete game in no more than 140 characters (not including white space).<br />
<br />
==Links==<br />
* [http://www.choiceofgames.com/ Choice of Games] - Play ChoiceScript games online.<br />
* [http://www.choiceofgames.com/blog/choicescript-intro/ Introduction to ChoiceScript] - a blog.<br />
* [http://choicescriptdev.wikia.com/ ChoiceScript Community Wiki]<br />
[[Category:Authoring system]]<br />
[[Category:ChoiceScript]]<br />
[[Category:CYOA| ChoiceScript]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=ChoiceScript&diff=73159ChoiceScript2016-01-26T04:57:09Z<p>Oreolek: </p>
<hr />
<div>{{engine infobox|title=ChoiceScript|image=|author=[[Dan Fabulich]]|released=2010|last_release=2016|platform=Web browser|language=English|license=ChoiceScript License|color=Possible|graphics=Possible|sound=TBD}}<br />
<br />
=ChoiceScript=<br />
ChoiceScript is a simple programming language created by [[Dan Fabulich]] for writing<br />
[[choose your own adventure]] games -- or what ChoiceScript calls multiple-choice games (MCGs).<br />
ChoiceScript is designed to be very easy to use, even for authors with no programming experience.<br />
ChoiceScript games are played in a web browser.<br />
<br />
[[Choice of Games]] is the company founded to publish and promote the development of games in ChoiceScript.<br />
<br />
==Early examples of ChoiceScript games==<br />
* ''[[Choice of the Dragon]]'' ([[Dan Fabulich]]; 2010).<br />
* ''[[Choice of Broadsides]]'' ([[Dan Fabulich]]; 2010). <br />
* ''[[The Sons of the Cherry]]'' ([[Alex Livingston]]; 2010). Entered in [[IF Comp 2010]].<br />
<br />
Dan Fabulich also wrote three very small games in ChoiceScript for [[TWIFcomp]], where the rules<br />
required authors to write a complete game in no more than 140 characters (not including white space).<br />
<br />
==Links==<br />
* [http://www.choiceofgames.com/ Choice of Games] - Play ChoiceScript games online.<br />
* [http://www.choiceofgames.com/blog/choicescript-intro/ Introduction to ChoiceScript] - a blog.<br />
<br />
[[Category:Authoring system]]<br />
[[Category:ChoiceScript]]<br />
[[Category:CYOA| ChoiceScript]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Magician%27s_choice&diff=72847Magician's choice2015-11-18T03:26:06Z<p>Oreolek: copypaste from Wikipedia</p>
<hr />
<div>In a typical example of the Magician's Choice, the magician will ask a spectator to make an apparently free choice among several items. No matter what choices the spectator makes, the magician verbally forces the item which he wanted the spectator to choose.<br />
<br />
In a simple example, the performer may deal two cards face down onto the table, requiring for the purposes of his trick that the card on the right be selected. He will ask the spectator to point to one of the cards. If the spectator chooses the card on the left, the performer will say something like "you keep this card, I'll take the remaining card." If the spectator chooses the card on the right, the performer might say "okay, let's use the card you chose." Thus, the choice of which card to use is really made by the magician, hence the term "Magician's Choice."<br />
<br />
These basic techniques can be expanded to include practically any number of items, such as an entire deck of cards. For larger sets, items may first be grouped, then split up. The magician must quickly and carefully craft his patter to convey the impression that the actions he takes with the items truly reflect the intent of the spectator.</div>Oreolekhttps://www.ifwiki.org/index.php?title=IFComp_2015&diff=72755IFComp 20152015-10-10T02:23:03Z<p>Oreolek: added a link</p>
<hr />
<div>{{IFCompNavBox}}<br />
<br />
==Competition Schedule==<br />
''As per the [http://ifcomp.org/about/comp "about the Competition"] webpage:''<br />
* July 1: The web site is open for authors to declare their intents.<br />
* September 1: Deadline for submission of intents.<br />
* September 28: Deadline for entries.<br />
* October 1: Entries released to the public.<br />
* November 15: Voting deadline.<br />
Deadlines are at 11:59 P.M. Eastern Standard Time on the dates listed above.<br />
<br />
==2015 IF Comp Entries==<br />
55 games were released on October 1, 2015.<br />
<br />
<li>''[[5 Minutes to Burn Something!]]'' ([[Alex Butterfield]]; Z-code).<br />
<li>''[[A Figure Met in a Shaded Wood]]'' ([[Michael Thomet]]; Twine).<br />
<li>''[[Arcane Intern (Unpaid)]]'' ([[Astrid Dalmady]]; Twine).<br />
<li>''[[Birdland]]'' ([[Brendan Patrick Hennessy]]; Twine).<br />
<li>''[[Brain Guzzlers from Beyond!]]'' ([[Steph Cherrywell]]; Glulx).<br />
<li>''[[Cape]]'' ([[Bruno Dias]]; Raconteur).<br />
<li>''[[Capsule II - The 11th Sandman]]'' ([[PaperBlurt]]; Twine).<br />
<li>''[[Cat Scratch]]'' ([[Allyn (Yilling) Chen]], [[Hannah Turner]], [[Laura Weber]], [[Shirley Park]]; Unity).<br />
<li>''[[Crossroads]]'' ([[Cat Manning]]; Twine).<br />
<li>''[[Darkiss - Chapter 1: the Awakening]]'' ([[Marco Vallarino]]; Z-code).<br />
<li>''[[Duel]]'' ([[piato]]; Twine).<br />
<li>''[[Emily is Away]]'' ([[Kyle Seeley]]; Platform Needed).<br />
<li>''[[Ether]]'' ([[Mathbrush]]; Glulx).<br />
<li>''[[Final Exam]]'' ([[Jack Whitham]]; Z-code).<br />
<li>''[[Forever Meow]]'' ([[Moe Zilla]]; Platform Needed).<br />
<li>''[[Gotomomi]]'' ([[Arno von Borries]]; Glulx).<br />
<li>''[[Grandma Bethlinda's Variety Box]]'' ([[Arthur DiBianca]]; Z-code).<br />
<li>''[[Grimm's Godfather]]'' ([[WaffleShuai]]; Ren'Py).<br />
<li>''[[GROWBOTICS]]'' ([[Cha Holland]]; Twine).<br />
<li>''[[I Think The Waves Are Watching Me]]'' ([[Bob McCabe]]; Platform Needed).<br />
<li>''[[In The Friend Zone]]'' ([[Brendan Vance]]; Platform Needed).<br />
<li>''[[Kane County]]'' ([[Michael Sterling]], [[Tia Orisney]]; Platform Needed).<br />
<li>''[[Koustrea's Contentment]]'' ([[Jeremy Pflasterer]]; TADS).<br />
<li>''[[Laid Off from the Synesthesia Factory]]'' ([[Katherine Morayati]]; Glulx).<br />
<li>''[[Life On Mars?]]'' ([[Hugo Labrande]]; Z-code).<br />
<li>''[[Map (by Ade)|Map]]'' ([[Ade]]; Glulx).<br />
<li>''[[Midnight. Swordfight.]]'' ([[Chandler Groover]]; Glulx).<br />
<li>''[[Much Love, BJP]]'' ([[Megan Stevens]]; Twine).<br />
<li>''[[Nowhere Near Single]]'' ([[kaleidofish]]; Twine).<br />
<li>''[[Onaar]]'' ([[Robert DeFord]]; Alan).<br />
<li>''[[Paradise]]'' ([[Devine Lu Linvega]]; Platform Needed).<br />
<li>''[[Pilgrimage]]'' ([[Víctor Ojuel]]; Glulx).<br />
<li>''[[Pit of the Condemned]]'' ([[Matthew Holland]]; Z-code).<br />
<li>''[[Questor's Quest]]'' ([[Mark Stahl]]; Platform Needed).<br />
<li>''[[Recorded]]'' ([[Nick Junius]]; Glulx).<br />
<li>''[[Scarlet Sails]]'' ([[Felicity Banks]]; ChoiceScript).<br />
<li>''[[Second Story]]'' ([[Fred Snyder]]; Gamefic).<br />
<li>''[[Seeking Ataraxia]]'' ([[Glass Rat Media]]; Twine).<br />
<li>''[[SPY INTRIGUE]]'' ([[furkle]]; Twine).<br />
<li>''[[Sub Rosa]]'' ([[Joey Jones]], [[Melvin Rangasamy]]; Glulx).<br />
<li>''[[Summit]]'' ([[Phantom Williams]]; Twine).<br />
<li>''[[Switcheroo]]'' ([[The Marino Family]]; Undum).<br />
<li>''[[Taghairm]]'' ([[Chandler Groover]]; Twine).<br />
<li>''[[The Baker of Shireton]]'' ([[Hanon Ondricek]]; Glulx).<br />
<li>''[[The Insect Massacre]]'' ([[Tom Delanoy]]; Twine).<br />
<li>''[[The King and the Crown]]'' ([[Wes Lesley]]; Z-code).<br />
<li>''[[The Man Who Killed Time]]'' ([[Claudia Doppioslash]]; Inklewriter).<br />
<li>''[[The Problems Compound]]'' ([[Andrew Schultz]]; Glulx).<br />
<li>''[[The Speaker]]'' ([[Norbez]]; Twine).<br />
<li>''[[The Sueño]]'' ([[Marshal Tenner Winter]]; Glulx).<br />
<li>''[[The War of the Willows]]'' ([[Adam Bredenberg]]; Python).<br />
<li>''[[To Burn in Memory]]'' ([[Orihaus]]; Platform Needed).<br />
<li>''[[TOMBs of Reschette]]'' ([[Richard Goodness]]; Twine).<br />
<li>''[[Unbeknown]]'' ([[Alan DeNiro]]; Twine).<br />
<li>''[[Untold Riches]]'' ([[Jason Ermer]]; Glulx).<br />
<br />
==2015 Miss Congeniality Awards==<br />
These awards were voted by the authors of the entries.<br />
# <br />
# <br />
#<br />
<br />
==Links==<br />
* [http://ifcomp.org/ IF Comp website].<br />
* [http://www.intfiction.org/forum/viewforum.php?f=32 IFComp 2015 Game Discussion] - at the Interactive Fiction Community Forum. <br />
<br />
===Reviews===<br />
<br />
'''SPOILER WARNING''': the following links contain (potentially spoilery) reviews of games from this IF Comp. You might prefer to wait until you've played the games before reading them, if you intend to judge the competition and don't want to be influenced.<br />
<br />
''See also: [http://www.intfiction.org/forum/viewtopic.php?f=32&t=18715 "IF Comp 2015 Reviews" thread] at intfiction.org.''<br />
* [http://ifdb.tads.org/search?searchbar=tag%3AIFComp+2015+%23reviews%3A1- Reviews] - at [[IFDB]].<br />
* [http://heterogenoustasks.wordpress.com/tag/if-comp-2015/ Reviews] by [[Sam Kabo Ashwell]].<br />
* [http://importantastrolab.blogspot.com/search?q=ifcomp+2015 Reviews] by [[Wade Clarke]].<br />
* [http://bluerenga.wordpress.com/tag/ifcomp-2015/ Reviews] by [[Jason Dyer]].<br />
* [http://dougegan2.blogspot.com/search/label/if%20comp%20%2715 Reviews] by [[Doug Egan]].<br />
* [https://elizabethif.wordpress.com/tag/ifcomp-2015/ Reviews] by [[Elizabeth]].<br />
* [http://www.octopusoverlords.com/forum/viewtopic.php?f=15&t=91455 Reviews] by [[Hipolito]].<br />
* [http://healyg.livejournal.com/tag/if%20comp%202015 Reviews] by [[Molly G.]]<br />
* [http://playifreviewif.wordpress.com/category/ifcomp-2015/ Reviews] by [[Joseph Geipel]].<br />
* [http://www.intfiction.org/forum/viewtopic.php?f=32&t=18730 Reviews] by [[E. Joyce]] (The Xenographer)<br />
* [http://www.facebook.com/impishwords/ Reviews] by [[Konstantinos]].<br />
* [http://transcendentdestinies.blogspot.com/search/label/IFComp%202015 Reviews] by [[Paul Lee]].<br />
* [https://pissylittlesausages.wordpress.com/ Reviews] by [[Jenni Polodna]].<br />
* [http://emshort.wordpress.com/?s=if+comp+2015&submit=Search Reviews] by [[Emily Short]].<br />
* [http://emanuiltomov.blogspot.com/search/label/IFCOMP%2715 Reviews] by [[Emanuil Tomov]].<br />
* [http://en.oreolek.ru/tag/ifcomp-2015/ Opinions] by [[Alexander Yakovlev]].<br />
<br />
[[Category:Annual IF Competition]]<br />
[[Category:2015]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Eurydice&diff=56925Eurydice2013-03-18T10:01:00Z<p>Oreolek: </p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{genre wanted}} {{ifc2nd|2012|28}} </td></tr></table><br />
<br />
{{game infobox|title=Eurydice|image=[[Image:Eurydice small cover.jpg]]|author=Anonymous|publisher=n/a|released=30-Sep-2012|authsystem=[[Inform 7]]|platform=[[Z-code]]|language=English|license=Freeware|color=TBD|graphics=TBD|sound=TBD|cruelty=TBD}}<br />
<br />
==How It Begins==<br />
The game begins with a quote from "In Memoriam A.H.H." by Lord Alfred Tennyson.<br />
<br />
This room is full of silence. Freshly disturbed dust hangs upon the air. There are patterns of pressure upon the carpet, suggesting there are spaces where once there weren't. The walls are bare, but for the occasional pictureless hook. There is a wardrobe here, a chest of drawers and a skeleton of shelves against the far wall. <br />
<br />
The only way out is to the west onto the upstairs landing.<br />
<br />
==Versions==<br />
===Release 1 (Competition release)===<br />
* ''Eurydice'' (Anonymous; 30-Sep-2012; [[Z-code]]).<br />
** Other contributors: [[Issy]] (cover art).<br />
** Testers: Issy, [[Guy]], [[Julian]], [[Jessica]], [[Dan]], [[Shim]], and [[Arthur]].<br />
** Release 1 / Serial number 120921 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N)<br />
** {{babel|ifid=FFA6C31A-1543-463E-B66A-0B37683BB1BB|cover=yes}}<br />
** [[18th Annual Interactive Fiction Competition|IF Comp 2012]]: 2nd place.<br />
** {{ifarchive|games/competition2012/|Comp12.zip}}. All games entered in IF Comp 2012.<br />
** {{ifarchive|games/competition2012/|IFComp2012.exe}}. Windows installer.<br />
** [http://http://ifcomp.org/comp12/play.php?id=255 Play it online].<br />
<br />
==Links== <br />
===General info===<br />
* {{ifdb game|Eurydice|d75pric1fdfi75bd}}.<br />
* {{ifwizz|Eurydice|eurydice-(2012-en)}}.<br />
* [http://www.spagmag.org/issue-61/depicting-grief-eurydice-interview/ Depicting Grief — An interview with the author of Eurydice by Sam Kabo Ashwell] - [[SPAG]] #61, January 2, 2013.<br />
<br />
===Spoilers===<br />
* [[ClubFloyd]] [http://allthingsjacq.com/intfic_clubfloyd_20121102.html transcript].<br />
<br />
{{game stub|Genres, How It Begins, Notable Features, full version info.<br>Note: This page was originally auto-generated. Please check for errors.}}<br />
<br />
[[Category:Games]] [[Category:Games in 2012]] [[Category:IF Comp games]] [[Category:Inform 7 games]] [[Category:Z-code games]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Barney%27s_Problem&diff=55802Barney's Problem2012-08-16T15:16:00Z<p>Oreolek: </p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{porn}} </td></tr></table><br />
<br />
{{game infobox|title=Barney's Problem|image=|author=[[David Whyld]]|publisher=n/a|released=02-Jan-2004|authsystem=[[ADRIFT]] 4|platform=ADRIFT 4|language=English|license=Freeware|color=none|graphics=none|sound=none|cruelty=TBD}}<br />
<br />
==How It Begins==<br />
The news, when it came, did so as something of a shock.<br />
<br />
“Explode?” said Barney. “As in… blow up, you mean?”<br />
<br />
Doctor Grim (whom many of his patients referred to as Grim Reaper although Barney was sure that was just a coincidence) nodded as he lit up a<br />
pipe and filled the office with clouds of thick, pungent smoke.<br />
<br />
“Explode indeed. It’s a rare condition known quite simply as Bollockus Explodingus - or Exploding Bollocks in layman’s terms. Supposedly less <br />
than 0.0000000000000000001% of the world’s population suffer with it but that 0.0000000000000000001% who do suffer from it quickly come <br />
to people’s attention.”<br />
<br />
“You mean they complain loudly and vociferously about it?”<br />
<br />
“Not quite,” said Doctor Grim. “I mean they tend to explode very messily and very loudly in public. That is what tends to grab people’s attention. <br />
After all, there’s nothing quite like being hit in the face by a newly exploded foreskin to wake you up.”<br />
Barney winced and crossed his legs over his privates, his hands firmly covering that which wouldn’t, if what he was hearing turned out to be <br />
true, be private for much longer.<br />
<br />
“Is there anything I can do?” he asked weakly, visions of gaily strolling down the high street while a series of eruptions from his trousers turned <br />
his John Thomas into so much mush. “Anything at all?”<br />
<br />
“Well…” Doctor Grim frowned, blew some more smoke, checked his watch, and said, “there is one thing you could try.”<br />
<br />
“Anything.”<br />
<br />
The Doctor turned to face him. “You could have sex.”<br />
<br />
Barney listened to the words. They were, funnily enough, exactly what he has been waiting to hear. “Sex? But why would having sex-”<br />
<br />
“Well known cure for many things, and in this case it’s the only thing that has a chance of saving you. After all, you don’t want to be walking <br />
around without a knob this time tomorrow, now do you?”<br />
<br />
“Er-”<br />
<br />
“I’ll leave you to think about it. But I wouldn’t waste too much time on pondering: the first contractions should start within the hour and things <br />
are likely to get very, very messy before the end of the day.”<br />
<br />
Barney winced again. It was most likely just a psychological thing but he was sure he could feel minute eruptions building in his todger. “How <br />
much sex will cure me?” he asked.<br />
<br />
“Oh, not much. A good fuck with a beautiful woman should do it.” Doctor Grim paused and took a look at Barney. A good long look. “Ah, but <br />
considering the state of you, a beautiful woman might well be a bit out of your league. Well, try for a few reasonably okay ones. Provided you get <br />
a good amount of sex out of it, your todger should be fine.”<br />
<br />
And then Doctor Grim left, leaving Barney alone in the office to ponder his future. A future that, if he didn’t move quickly, might well prove to be<br />
over quicker than he would have liked.<br />
<br />
==Notable Features==<br />
{{sectstub}}<br />
<br />
==Versions==<br />
===Release TBD===<br />
* ''Barney's Problem'' ([[David Whyld]]; 02-Jan-2004; [[ADRIFT]] 4).<br />
** {{babel|ifid=ADRIFT-400-79C05D02AC78FF863837281A2EBC3807}}<br />
** Download <tt>[http://ultranine.novahost.org/shadowvault/barney.taf barney.taf]</tt> from [[Shadow Vault]].<br />
** Download <tt>[http://www.delron.org.uk/games/barney.zip barney.zip]</tt> from [[Delron]].<br />
<br />
===Release TBD===<br />
* ''Barney's Problem'' ([[David Whyld]]; 15-Jan-2004; [[ADRIFT]] 4).<br />
** {{babel|ifid=ADRIFT-400-C35BD461B9B4C6EFF122C1FAED697E07}}<br />
** {{ifarchive|games/adrift/|BarneysProblem.taf}}.<br />
<br />
==Links==<br />
===General info===<br />
* {{baf game|Barney's Problem|2280}}.<br />
* {{ifdb game|Barney's Problem|n9j2zirz3196yc9j}}<br />
<br />
===Reviews===<br />
* {{ifratings game|Barney's Problem|2301}}.<br />
<br />
===Spoilers===<br />
* [http://www.delron.org.uk/walkthru/barney.html Walkthrough] at [[Delron]].<br />
<br />
{{game stub|Genres, How It Begins, Notable Features.}}<br />
<br />
[[Category:Games]] [[Category:Games in 2004]] [[Category:ADRIFT 4 games]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Barney%27s_Problem&diff=55801Barney's Problem2012-08-16T15:15:31Z<p>Oreolek: </p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{porn}} </td></tr></table><br />
<br />
{{game infobox|title=Barney's Problem|image=|author=[[David Whyld]]|publisher=n/a|released=02-Jan-2004|authsystem=[[ADRIFT]] 4|platform=ADRIFT 4|language=English|license=Freeware|color=none|graphics=none|sound=none|cruelty=TBD}}<br />
<br />
==How It Begins==<br />
The news, when it came, did so as something of a shock.<br />
<br />
“Explode?” said Barney. “As in… blow up, you mean?”<br />
<br />
Doctor Grim (whom many of his patients referred to as Grim Reaper although Barney was sure that was just a coincidence) nodded as he lit up a<br />
pipe and filled the office with clouds of thick, pungent smoke.<br />
<br />
“Explode indeed. It’s a rare condition known quite simply as Bollockus Explodingus - or Exploding Bollocks in layman’s terms. Supposedly less <br />
than 0.0000000000000000001% of the world’s population suffer with it but that 0.0000000000000000001% who do suffer from it quickly come <br />
to people’s attention.”<br />
<br />
“You mean they complain loudly and vociferously about it?”<br />
<br />
“Not quite,” said Doctor Grim. “I mean they tend to explode very messily and very loudly in public. That is what tends to grab people’s attention. <br />
After all, there’s nothing quite like being hit in the face by a newly exploded foreskin to wake you up.”<br />
Barney winced and crossed his legs over his privates, his hands firmly covering that which wouldn’t, if what he was hearing turned out to be <br />
true, be private for much longer.<br />
<br />
“Is there anything I can do?” he asked weakly, visions of gaily strolling down the high street while a series of eruptions from his trousers turned <br />
his John Thomas into so much mush. “Anything at all?”<br />
<br />
“Well…” Doctor Grim frowned, blew some more smoke, checked his watch, and said, “there is one thing you could try.”<br />
<br />
“Anything.”<br />
<br />
The Doctor turned to face him. “You could have sex.”<br />
<br />
Barney listened to the words. They were, funnily enough, exactly what he has been waiting to hear. “Sex? But why would having sex-”<br />
<br />
“Well known cure for many things, and in this case it’s the only thing that has a chance of saving you. After all, you don’t want to be walking <br />
around without a knob this time tomorrow, now do you?”<br />
<br />
“Er-”<br />
<br />
“I’ll leave you to think about it. But I wouldn’t waste too much time on pondering: the first contractions should start within the hour and things <br />
are likely to get very, very messy before the end of the day.”<br />
<br />
Barney winced again. It was most likely just a psychological thing but he was sure he could feel minute eruptions building in his todger. “How <br />
much sex will cure me?” he asked.<br />
<br />
“Oh, not much. A good fuck with a beautiful woman should do it.” Doctor Grim paused and took a look at Barney. A good long look. “Ah, but <br />
considering the state of you, a beautiful woman might well be a bit out of your league. Well, try for a few reasonably okay ones. Provided you get <br />
a good amount of sex out of it, your todger should be fine.”<br />
<br />
And then Doctor Grim left, leaving Barney alone in the office to ponder his future. A future that, if he didn’t move quickly, might well prove to be<br />
over quicker than he would have liked.<br />
<br />
==Notable Features==<br />
{{sectstub}}<br />
<br />
==Versions==<br />
===Release TBD===<br />
* ''Barney's Problem'' ([[David Whyld]]; 02-Jan-2004; [[ADRIFT]] 4).<br />
** {{babel|ifid=ADRIFT-400-79C05D02AC78FF863837281A2EBC3807}}<br />
** Download <tt>[http://ultranine.novahost.org/shadowvault/barney.taf barney.taf]</tt> from [[Shadow Vault]].<br />
** Download <tt>[http://www.delron.org.uk/games/barney.zip barney.zip]</tt> from [[Delron]].<br />
<br />
===Release TBD===<br />
* ''Barney's Problem'' ([[David Whyld]]; 15-Jan-2004; [[ADRIFT]] 4).<br />
** {{babel|ifid=ADRIFT-400-C35BD461B9B4C6EFF122C1FAED697E07}}<br />
** {{ifarchive|games/adrift/|BarneysProblem.taf}}.<br />
<br />
==Links==<br />
===General info===<br />
* {{baf game|Barney's Problem|2280}}.<br />
* {{ifdb game|Barney's Problem|n9j2zirz3196yc9j}}<br />
<br />
===Reviews===<br />
* {{ifratings game|Barney's Problem|2301}}.<br />
<br />
===Spoilers===<br />
* [http://www.delron.org.uk/walkthru/barney.html Walkthrough] at [[Delron]].<br />
<br />
{{game stub|Genres, How It Begins, Notable Features.}}<br />
<br />
[[Category:Games]] [[Category:Games in 2004]] [[Category:ADRIFT 4 games]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Necron%27s_Keep&diff=55800Necron's Keep2012-08-16T15:02:35Z<p>Oreolek: </p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{rpg}} {{fantasy}} {{adventure}} {{fort}} </td></tr></table><br />
<br />
{{game infobox|title=Necron's Keep|image=[[Image:Necron's Keep small cover.jpg]]|author=[[Dan Welch]]|publisher=n/a|released=01-Jan-2011|authsystem=[[Inform 7]]|platform=[[Glulx]]|language=English|license=Freeware|color=TBD|graphics=TBD|sound=TBD|cruelty=Tough}}<br />
Bluex the divine king of Surya has decreed for you to locate the Arch Mage Wizard Necron. Necron built an enchanted castle deep within an ancient forest to protect himself and his people. Esentially, you are being sent to investigate since no communication with the outside has occured for over twently years. Your master gave you a dragon skin tome from his own private library, and a magic bag of holding. The magic bag allows you to place an unlimited amount of things into it. As a magic user your primary ability is to cast spells. By collecting experience points, you may progress upwards in "level". Your odyssey pits you against the supernatural forces that oppose your efforts to reach deep within Necron's Keep. Read on, adventurer. Your quest awaits! <br />
<br />
==How It Begins==<br />
After a sleepless night, you begin your quest in earnest with the help of an overly helpful Suryan cleric. On your way to the forest, you endure yet <br />
another one of his long unsolicited descriptions of the sun. With a gazed look of awe he says, “Surya is considered as the only visible form of <br />
divinity that can be seen every day! Did you know, that the sun is a man with three eyes and four arms, riding in a one wheeled chariot pulled by <br />
seven horses?” Given the dangerous nature of your quest, you conserve your strength and do not argue with him. In fact, you have learned to <br />
never reply beyond a shrug when he speaks.<br />
<br />
At the edge of the forest you see two small children. The younger child grabs onto your cloak and says, “Don’t go!” The older child stands with his <br />
arms folded, “My father says you are only an apprentice.” You gently brush the little one away with an artificial smile, as a sudden sense of doom <br />
overtakes you. You notice that the garrulous cleric that had led you to the forest hangs back with the children, quiet for the very first time. For a <br />
brief moment you finally feel calm, as you have always enjoyed the advantages of traveling alone.<br />
<br />
==Versions==<br />
===Release 2 (Original Beta version)===<br />
* ''Necron's Keep'' ([[Dan Welch]]; 01-Jan-2011; [[Glulx]]).<br />
** Release 2 / Serial number 110101 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N)<br />
** {{babel|ifid=A9ECE780-1E3B-463F-8D00-C1A40FC76274|cover=yes}}<br />
** {{ifarchive|games/glulx|NecronsKeep.gblorb}}.<br />
<br />
===Release 2 (Latest build)===<br />
* ''Necron's Keep'' (Dan Welch; 30-Jan-2011; Glulx).<br />
** Release 2 / Serial number 110130 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N)<br />
** {{babel|ifid=A9ECE780-1E3B-463F-8D00-C1A40FC76274|cover=yes}}<br />
<br />
==Links== <br />
===General info===<br />
* [http://web.me.com/danwelch/IF/index.html Homepage].<br />
* {{baf wanted}}.<br />
* {{ifdb game|Necron's Keep|w8c5ngckvclnjum1}}.<br />
* {{ifwizz|Necron's Keep|necrons-keep-(2011-en)}}.<br />
<br />
{{game stub|Genres, How It Begins, Notable Features, full version info.<br>Note: This page was originally auto-generated. Please check for errors.}}<br />
<br />
[[Category:Games]] [[Category:Games in 2011]] [[Category:Glulx games]] [[Category:Inform 7 games]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Necron%27s_Keep&diff=55799Necron's Keep2012-08-16T15:01:36Z<p>Oreolek: </p>
<hr />
<div><table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{rpg}} {{fantasy}} {{adventure}} {{fort}} </td></tr></table><br />
<br />
{{game infobox|title=Necron's Keep|image=[[Image:Necron's Keep small cover.jpg]]|author=[[Dan Welch]]|publisher=n/a|released=01-Jan-2011|authsystem=[[Inform 7]]|platform=[[Glulx]]|language=English|license=Freeware|color=TBD|graphics=TBD|sound=TBD|cruelty=Tough}}<br />
Bluex the divine king of Surya has decreed for you to locate the Arch Mage Wizard Necron. Necron built an enchanted castle deep within an ancient forest to protect himself and his people. Esentially, you are being sent to investigate since no communication with the outside has occured for over twently years. Your master gave you a dragon skin tome from his own private library, and a magic bag of holding. The magic bag allows you to place an unlimited amount of things into it. As a magic user your primary ability is to cast spells. By collecting experience points, you may progress upwards in "level". Your odyssey pits you against the supernatural forces that oppose your efforts to reach deep within Necron's Keep. Read on, adventurer. Your quest awaits! <br />
<br />
==How It Begins==<br />
{{hib wanted}}<br />
<br />
==Versions==<br />
===Release 2 (Original Beta version)===<br />
* ''Necron's Keep'' ([[Dan Welch]]; 01-Jan-2011; [[Glulx]]).<br />
** Release 2 / Serial number 110101 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N)<br />
** {{babel|ifid=A9ECE780-1E3B-463F-8D00-C1A40FC76274|cover=yes}}<br />
** {{ifarchive|games/glulx|NecronsKeep.gblorb}}.<br />
<br />
===Release 2 (Latest build)===<br />
* ''Necron's Keep'' (Dan Welch; 30-Jan-2011; Glulx).<br />
** Release 2 / Serial number 110130 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N)<br />
** {{babel|ifid=A9ECE780-1E3B-463F-8D00-C1A40FC76274|cover=yes}}<br />
** Download [http://web.me.com/danwelch/IF/Necron%27s%20Keep.gblorb Necron%27s Keep.gblorb] from author's site.<br />
<br />
==Links== <br />
===General info===<br />
* [http://web.me.com/danwelch/IF/index.html Homepage].<br />
* {{baf wanted}}.<br />
* {{ifdb game|Necron's Keep|w8c5ngckvclnjum1}}.<br />
* {{ifwizz|Necron's Keep|necrons-keep-(2011-en)}}.<br />
<br />
{{game stub|Genres, How It Begins, Notable Features, full version info.<br>Note: This page was originally auto-generated. Please check for errors.}}<br />
<br />
[[Category:Games]] [[Category:Games in 2011]] [[Category:Glulx games]] [[Category:Inform 7 games]]</div>Oreolekhttps://www.ifwiki.org/index.php?title=Calm&diff=52666Calm2011-10-02T00:34:15Z<p>Oreolek: Created page with "{{game infobox|title=Calm|image=|author=Joey Jones and Melvin Rangasamy|publisher=n/a|released=2011|authsystem=Glulx|platform=Glulx|language=English|license=Freeware|..."</p>
<hr />
<div>{{game infobox|title=Calm|image=|author=[[Joey Jones]] and [[Melvin Rangasamy]]|publisher=n/a|released=2011|authsystem=[[Glulx]]|platform=Glulx|language=English|license=Freeware|color=none|graphics=none optional|sound=none|cruelty=TBD}}<br />
<br />
==How It Begins==<br />
"Holy spores! We've got a live one!"<br />
<br />
You splutter awake, spitting mud on sparkling formica. Unnatural lights blaze and a warm hand pulls you to your feet and memories wash back at you. Everyone you have ever loved is dead, but you remained absolutely calm: for in this strange future stress is fatal. Soon the memories of how you managed to survive and what you were aiming for settle back in place.<br />
<br />
But the first memory that returns is your own name.<br />
<br />
(and then you enter your name)<br />
<br />
==Links==<br />
[http://www.ifcomp.org/comp11/play.php?id=192 Play it online]</div>Oreolek