Need Advice: IF Theory 101 (remedial course)
Posted: Sun Dec 29, 2002 10:06 pm
To expand upon the subject title: I'm looking to stop dickering around with things and finally accomplish one of the many unfulfilled dreams of my life, namely the construction of a computer game that someone (besides my six closest friends) will play.
My problems with this are many. The most prominent is my level of programming skill, which is pretty much nonexistent. I've also never finished any program longer than thirty lines of craptacular BASIC on a PCjr. As a side note, the reason I initially downloaded the TADS development stuff a while back was because there was a tutorial for it written by a guy who was teaching programming techniques to a group of non-programmers, and using TADS as the language. It seemed like a good way to kill two birds with one stone: learn something about programming, and make use of all the intricate maps of squares I'd drawn in eighth grade when I wanted more than anything to work for Infocom as a game designer.
As another side note, the reason that I've stuck with trying to learn TADS is so that if anyone would ask me why I've never released anything, I'd have a ready-made excuse. "Oh, I'm waiting for the final releade of TADS 3/ the TADS 3 Library/ the TADS 3 documentation." This excuse may be drawing to a close -- the TADS 3 stuff is nearing release.
Anyhow, these are some of my questions for the vastly-more-accomplished designers on this board (pretty much all of whom seem to be people of discerning taste and judgement):
1.) What are the must-read texts out there on IF Programming, puzzle design, character design, etc.? I'm Googling this as we speak, but I love having people with practical knowledge show me the truly worthwhile documents from the pile of cruft and misleading rants.
2.) What do you use to motivate yourself to keep going when things get rough in the march from scribbled design notes to final debugging passes? (I want to actually finish something for once in my life here, and my New Year's Resolutions will be two: my bachelor's degree, and at least one game).
3.) Are there any must-play games before writing one?
4.) What sort of game would the readers here enjoy playing? I ask this because I'd like to make a game that's more rewarding than a map based around my current apartment.
4a.) As an extension to the above question, what sort of tropes and sterotypes should I watch out for? The reason I ask is that the "map based on my house or apartment" is one of the only pitfalls I know enough to avoid, the other being "Zork/original Adventure clone with seemingly nonsensical placement of puzzles and stupid mazes into a dungeon crawl."
Thanks in advance for your time, all of you. Oh, and I'm checking out the Hugo language right now as an alternative to TADS, almost solely based on the devotion shown to it by people who've switched to it.
Thanks again,
--------------
Protagonist X
My problems with this are many. The most prominent is my level of programming skill, which is pretty much nonexistent. I've also never finished any program longer than thirty lines of craptacular BASIC on a PCjr. As a side note, the reason I initially downloaded the TADS development stuff a while back was because there was a tutorial for it written by a guy who was teaching programming techniques to a group of non-programmers, and using TADS as the language. It seemed like a good way to kill two birds with one stone: learn something about programming, and make use of all the intricate maps of squares I'd drawn in eighth grade when I wanted more than anything to work for Infocom as a game designer.
As another side note, the reason that I've stuck with trying to learn TADS is so that if anyone would ask me why I've never released anything, I'd have a ready-made excuse. "Oh, I'm waiting for the final releade of TADS 3/ the TADS 3 Library/ the TADS 3 documentation." This excuse may be drawing to a close -- the TADS 3 stuff is nearing release.
Anyhow, these are some of my questions for the vastly-more-accomplished designers on this board (pretty much all of whom seem to be people of discerning taste and judgement):
1.) What are the must-read texts out there on IF Programming, puzzle design, character design, etc.? I'm Googling this as we speak, but I love having people with practical knowledge show me the truly worthwhile documents from the pile of cruft and misleading rants.
2.) What do you use to motivate yourself to keep going when things get rough in the march from scribbled design notes to final debugging passes? (I want to actually finish something for once in my life here, and my New Year's Resolutions will be two: my bachelor's degree, and at least one game).
3.) Are there any must-play games before writing one?
4.) What sort of game would the readers here enjoy playing? I ask this because I'd like to make a game that's more rewarding than a map based around my current apartment.
4a.) As an extension to the above question, what sort of tropes and sterotypes should I watch out for? The reason I ask is that the "map based on my house or apartment" is one of the only pitfalls I know enough to avoid, the other being "Zork/original Adventure clone with seemingly nonsensical placement of puzzles and stupid mazes into a dungeon crawl."
Thanks in advance for your time, all of you. Oh, and I'm checking out the Hugo language right now as an alternative to TADS, almost solely based on the devotion shown to it by people who've switched to it.
Thanks again,
--------------
Protagonist X