Past raif topics: Game Mechanics: part 1: Difference between revisions

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==Containers & inventory limits==
==Containers & inventory limits==
''See also => [[Inventory]] .. [[Inventory management puzzle]] (IFWiki articles)''


* [http://groups-beta.google.com/group/rec.arts.int-fiction/browse_frm/thread/aa420c2627b2d9d5/5bb8dd556ce3a272 Containers (Mar 2002)]
* [http://groups-beta.google.com/group/rec.arts.int-fiction/browse_frm/thread/aa420c2627b2d9d5/5bb8dd556ce3a272 Containers (Mar 2002)]

Revision as of 07:15, 30 September 2005

This is part one (of two) of a collection of Past raif topics to do with the mechanics of IF games, such as puzzles, game world physics and navigation.

The rest may be found at Past raif topics: Game Mechanics: part 2.

If you add or change any of the sections on this page, remember to update the entry on the Past raif topics page as well.

Puzzles

See also => Past raif topics: IF Theory: part 1#Puzzles & winnability
See also => Puzzle .. Best_Puzzles ..Best_Individual_Puzzle (IFWiki articles)

Hints and walkthroughs

See also => David Welbourn's game walkthroughs
See also => Hint .. Walkthrough .. Fake spoiler (IFWiki articles)

Red herrings & decoration objects

See also => Red herring .. Blue Herring Pattern (IFWiki articles)

Scoring

See also => Score .. Last lousy point (IFWiki articles)

Helping new players

Game physics / world model

See also => Darkness .. Light source (IFWiki artciles)

Simulation / world limits

See also => Past raif topics: IF Theory: part 1#Mimesis / game consistency & completeness
See also => Problems in IF Simulationism (Emily Short)

Modelling actions & objects - general

Implicit actions

Visibility / scope of objects

Containers & inventory limits

See also => Inventory .. Inventory management puzzle (IFWiki articles)

Time

Mapping

Compass directions / navigation

See also => Compass .. Navigation (IFWiki articles)

Locations, movement & exits

See also => Past raif topics: Game Mechanics: part 1#Compass directions / navigation


Past raif topics: Game Mechanics: part 2