Craft: Difference between revisions

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(fixed nalian link)
(→‎Game: added Graham Nelson's _Craft of Aventure_ and sorted by author)
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* [http://www.xyzzynews.com/xyzzy.18d.html Lessons Learned the Hard Way] by [[Jim Aikin]] for XYZZYnews #18. Write a [[walkthrough]]. [[beta-testing|Beta-test]]. Be systematic. And comment, comment, comment.
* [http://www.xyzzynews.com/xyzzy.18d.html Lessons Learned the Hard Way] by [[Jim Aikin]] for XYZZYnews #18. Write a [[walkthrough]]. [[beta-testing|Beta-test]]. Be systematic. And comment, comment, comment.
* [[Design Patterns]] by David Cornelson. Tries to define patterns in IF game design.
* [[IF Cliches]] by [[Nate Cull]]
* [http://www.xyzzynews.com/xyzzy.1e.html 10 Steps to Great Game Design] by [[C.E. Forman]] for XYZZYnews #1.
* [http://www.xyzzynews.com/xyzzy.1e.html 10 Steps to Great Game Design] by [[C.E. Forman]] for XYZZYnews #1.
* [http://www.xyzzynews.com/xyzzy.6h.html The Hazards of Invisibility, or, Making Your NPCs Respond The Way You Want Them To] by [[C.E. Forman]] for XYZZYnews #6. A caution against rushing the design phase.
* [http://www.xyzzynews.com/xyzzy.6h.html The Hazards of Invisibility, or, Making Your NPCs Respond The Way You Want Them To] by [[C.E. Forman]] for XYZZYnews #6. A caution against rushing the design phase.
* [http://mirror.ifarchive.org/if-archive/info/Craft.Of.Adventure.pdf The Craft of the Adventure.] by [[Graham Nelson]]. 2nd ed. The IF Archive, 1995. A good starter with some general points about what makes good IF.
* [http://www.drizzle.com/~dans/if/great-games.html How to Write a Great Game] by [[Dan Shiovitz]]. Focuses on construction, interaction, and concept.
* [http://www.drizzle.com/~dans/if/great-games.html How to Write a Great Game] by [[Dan Shiovitz]]. Focuses on construction, interaction, and concept.
* [http://www.drizzle.com/~dans/if/notes.html General Game-Design/Authoring Notes] by [[Dan Shiovitz]]. Short assorted notes jotted down.
* [http://www.drizzle.com/~dans/if/notes.html General Game-Design/Authoring Notes] by [[Dan Shiovitz]]. Short assorted notes jotted down.
* [http://raddial.com/if/theory/make_if_fast.html Make IF Fast!] by [[J. Robinson Wheeler]]. Covers the creation of games starting from a mock transcript of play.
* [http://raddial.com/if/theory/make_if_fast.html Make IF Fast!] by [[J. Robinson Wheeler]]. Covers the creation of games starting from a mock transcript of play.
* [[Design Patterns]] by David Cornelson. Tries to define patterns in IF game design.
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* [[IF Cliches]] by [[Nate Cull]]
* [[Past raif topics: IF Theory: part 1#Game design|Discussions about game design]] on the rec.arts.int-fiction news group.
* [[Past raif topics: IF Theory: part 1#Game design|Discussions about game design]] on the rec.arts.int-fiction news group.



Revision as of 10:54, 19 December 2005

Craft articles listed here attempt to answer an author's "how do I do X" questions, like "How do I craft better NPCs?" or "How can I craft better puzzles?" Articles are grouped into categories based roughly on the XYZZY Awards, plus an extra category for promotion, eg: "How can I promote my game?"

For articles about classifications, terminologies, and "what is X" questions, see Theory.

For examples on coding specific game features, see Category:Tutorials.

Game

This section can be about design, the game as a whole, or a general catch-all for articles that cover several topics.

NPCs

PCs

(Articles about types of PCs are on the Theory page listed under Taxonomy.)

Promotion

Puzzles

Setting

Story

Use of Medium

Writing