darknessedge wrote:
Hello I have 17 days to create an IF for a school final, and i have never used Inform 7 before.
My personal opinion: Your teacher is being very, very unrealistic. Unless, of course, you've been studying Inform 7 all year in the class. If your teacher expects you to start from nothing and do something sensible with I7 in less than three weeks, I would say that qualifies as sadism. Unless your class is a college-level upper-division programming class, and maybe even then.
I have two suggestions.
(1) Download my Handbook (from
www.musicwords.net/if/i7hb.htm). It's certainly not perfect, but a number of people have suggested that they found it easier to follow than the built-in Documentation.
(2) Don't try to do anything fancy. You've mentioned invisible items. That's too fancy. Do something straightforward.
darknessedge wrote:
The requirements are
10 "rooms" minimum
- 5 inventory objects
- 2 multi-step procedural puzzles. Meaning a puzzle that requires several steps or objects in order to solve. E.g. Find key, clean rust off key, use key to open door.
I have the idea for a murder investigation, and i have started, however when i try to add something or change the text inform 7 seems to not allow it, and I have looked at tutorials online, looked on inform 7's website and read the guides, but none of it helps.
The issues I'm having are with doors
items being removed from rooms after they are taken
items being removed after being dropped
using items with other items
changing actions
making invisible items
Doors: You don't say what issues you're having, but in Inform, a door always connects two rooms. That is, you need to do it like this:
Code:
The Library is a room. The Front Hall is a room. The oak door is north of the Library and south of the Front Hall. The oak door is a door. The oak door is scenery.
If you start by saying the Front Hall is north of the Library, you're doomed, because that creates a direct map connection with no door.
You should have no problems with items being removed from rooms or removed after being dropped. That behavior is all handled automatically by Inform. It will only malfunction if you're introducing rules that mess with the default behavior.
The easiest way to make an invisible item is not to put it there at all until the player notices it. For example:
Code:
The Library is a room. "There's an overstuffed couch here."
The overstuffed couch is an enterable supporter in the Library. The couch is scenery.
The brass key is a thing.
After searching the overstuffed couch for the first time:
say "Tucked between the cushions, you find a brass key, which you pick up.";
now the player carries the brass key.
Feel free to ask more specific questions about your other problems.