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Merge branch 'tutorial'
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bkirwi committed Jan 27, 2022
2 parents bf7865a + e85a79c commit 406aba2
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22 changes: 9 additions & 13 deletions Tutorial.inform/Source/story.ni
Original file line number Diff line number Diff line change
Expand Up @@ -18,19 +18,16 @@ Things to teach the user:
- Save and restore
]

To say Folly:
say "Folly"

When play begins:
Say "Welcome to [Folly] - an interactive fiction interpreter for the reMarkable tablet.[paragraph break]The Z-machine was designed by Infocom in the 1970s, designed specifically for interactive fiction games. Thousands of games have been released in this format, and the interpreters you need to play them have been written for almost every sort of computer... including the one in your hands now.[paragraph break]These games were designed to be played sitting at a computer and typing on a keyboard, but you'll be playing them by handwriting on a tablet. Even experienced interactive fiction players may need some help to get used to this! This tutorial is a simple game meant to introduce you to [Folly]'s features, along with the basic mechanics of playing a game. Look for the 'tutorial' text in italic type. [paragraph break][italic type]Instead of an infinite scroll of text, [Folly]'s output is broken up into pages. The current page number is on the bottom, and a small > next to it means that there are more pages after the current one. Swipe right-to-left when you're ready to flip to the next page, or the other way to flip back.[roman type][paragraph break]"
Say "[italic type]Welcome to Folly - an interactive fiction interpreter for the reMarkable tablet.[paragraph break]The Z-machine was designed by Infocom in the 1970s, designed specifically for interactive fiction games. Thousands of games have been released in this format, and the interpreters you need to play them have been written for almost every sort of computer... including the one in your hands now.[paragraph break]These games were designed to be played sitting at a computer and typing on a keyboard, but you'll be playing them by handwriting on a tablet. Even experienced interactive fiction players may need some help to get used to this! This tutorial is a simple game meant to introduce you to Folly's features, along with the basic mechanics of playing a game. Look for the 'tutorial' text in italic type. [paragraph break]Instead of an infinite scroll of text, Folly's output is broken up into pages. The current page number is on the bottom, and a small > next to it means that there are more pages after the current one. Swipe right-to-left when you're ready to flip to the next page, or the other way to flip back.[roman type][paragraph break]"

Table of Things to Do
Status Introduction Instruction Congratulation Explained
"Command Input" "[Folly] uses handwriting recognition to understand your commands. It understands most people's handwriting fairly well, but it's not perfect; make sure you print your instructions clearly, ideally in lowercase. [Folly] reads your writing as soon as you lift the pen away... it's normally takes about a second. Let's start by examining that mysterious sign..." "Write 'examine sign' on the line below, next to the '>' symbol." "Nice work! If you ever have trouble getting [Folly] to understand your command, you can use the on-screen keyboard: just tap the keyboard icon next to the '>'." false
"Menus and Help" "Many interactive fiction games contain a help menu. Menus are currently a bit awkward in [Folly], since they were designed for keyboard navigation; you'll need to use the onscreen keyboard for them. This game's help menu contains general instructions for playing IF; you won't need them for this tutorial, but they're helpful things to know for other games." "Write 'help' at the prompt, then use the onscreen keyboard to navigate the help menu." "Congratulations... you've survived a menu! If you ever want to revisit the help information, just type 'help' at the prompt again." false
"Saving the Game" "Along with in-game commands like 'get' and 'look', interactive fictions also support meta-commands like 'save', 'restore', and 'quit'. You run these commands just like any other: by writing them next to the prompt. [Folly] has special support for saving and restoring the game, so let's try those out first." "Write 'save' at the prompt below." "Game saved! [Folly] records the contents of the status line along with the save, so you can recognize it later." false
"Restoring the Game" "We've saved the game, so let's try restoring it." "Write 'restore' at the prompt below, then select the game you saved earlier from the list." "Game restored!" false
"Quitting the Game" "The last important meta-command is 'quit', which exits the game and dumps you back to the main menu. If you want to switch games, that's how to do it... but make sure to save first!" "Write 'quit' at the prompt below." "That's it! If you're an experienced interactive fiction player, you've learned everything you need to know. If you're still learning, you may want to try a game like Emily Short's [bold type]Bronze[roman type][italic type] with tutorial mode on, to learn more of the usual commands and how the world works." false
"Command Input" "Interactive fiction is a dialogue between the player and the game: the player writes out a command, and the game replies with what it did. In Folly, you give your commands by handwriting them on a line next to a prompt (the > in the left margin) like you see below. The game will respond within a second or so once you've lifted your pen away from the screen.[paragraph break]Folly understands most people's handwriting fairly well, but it's not perfect; make sure you print your instructions clearly in lowercase. (If you're really having trouble, tap the little keyboard icon next to the prompt to bring up an onscreen keyboard.) Let's start by examining that mysterious sign..." "Write 'examine sign' on the input line below." "Nice work!" false
"Menus and Help" "Many interactive fiction games contain a help menu. Menus are currently a bit awkward in Folly, since they were designed for keyboard navigation; you'll need to use an onscreen keyboard for them. This game's help menu holds general tips for playing IF; you won't need them for this tutorial, but they're useful to know for other games." "Write 'help' at the prompt, then use the onscreen keyboard to navigate the help menu." "Congratulations... you've survived a menu! If you ever want to revisit the help information, just write 'help' at the prompt again." false
"Saving" "Along with in-game commands like 'get' and 'look', interactive fictions also support meta-commands like 'save', 'restore', and 'quit'. You run these commands just like any other: by writing them next to the prompt. Folly has special support for saving and restoring the game, so let's try those out first." "Write 'save' at the prompt below." "Game saved! Folly records the contents of the status line along with the save, to help recognize it later on." false
"Restoring" "We've saved the game, so let's try restoring it." "Write 'restore' at the prompt below, then select the game you saved earlier from the list." "Game restored!" false
"Quitting" "The last important meta-command is 'quit', which exits the game and dumps you back to the main menu. If you want to switch games, that's how to do it... but make sure to save first!" "Write 'quit' at the prompt below." "That's it! If you're an experienced interactive fiction player, you've learned everything you need to know. If you're still learning, you may want to try a game like Emily Short's [bold type]Bronze[roman type][italic type] to learn more of the usual commands and how the world works." false


N is a number that varies. N is 1.
Expand Down Expand Up @@ -63,11 +60,10 @@ Carry out asking for help:
carry out the displaying activity;
clear the screen;
if N is 2, advance the tutorial;
try looking;
stop the action.

After printing a parser error:
Say "[line break][italic type]Your command was recognized as [roman type][bold type][the player's command][roman type][italic type]. If that's not what you wrote, that means [Folly][italic type] couldn't understand your handwriting properly. Make sure you're printing your command clearly on the line; unabbreviated, lowercase commands tend to work best. You could also enter the command using the on-screen keyboard... just tap the keyboard icon in the margin, type your command on the keyboard that appears, and hit enter.[paragraph break]".
Say "[line break][italic type]Your command was recognized as [roman type][bold type][the player's command][roman type][italic type]. If that's not what you wrote, that means Folly[italic type] couldn't understand your handwriting properly. Make sure you're writing your command clearly on the line; printed, unabbreviated, lowercase commands tend to work best. You could also enter the command using the on-screen keyboard... just tap the keyboard icon in the margin, type your command on the keyboard that appears, and hit enter.[paragraph break]".

The description of the player is "Bright-eyed and eager to learn."

Expand All @@ -85,11 +81,11 @@ Instead of entering the doorway:

After examining the sign for the first time:
Advance the tutorial;
say "As you inspect the sign, the text briefly flashes green, then contorts itself into a new phrase: 'Pressing a Key'.[paragraph break][italic type]Aside from normal, handwritten commands, games may also wait for a single keypress at a time. This is mostly used to ask the user to 'press any key' to pace out long sections of text, like it is just below. In that case, you can just hit the 'space' key that will appear in the middle of your screen.[roman type][paragraph break][bracket]Press any key to continue.[close bracket]";
say "As you inspect the sign, the text briefly flashes green, then contorts itself into a new phrase: 'Pressing a Key'.[paragraph break][italic type]Aside from normal, handwritten commands, games may also wait for a single keypress at a time. This is mostly used to ask the user to 'press any key' to pace out long sections of text, like it is just below. In that case, you can just hit the 'space' key that will appear in the middle of your screen. (Otherwise, tap the keyboard icon in the margin to open a full keyboard.)[roman type][paragraph break][bracket]Press any key to continue.[close bracket]";
now the right hand status line is "Pressing a Key";
redraw status line;
wait for any key;
say "[paragraph break][italic type]Great! Occasionally, you'll need to 'press a key' other than space... when that happens, you can pop up an onscreen keyboard using the icon on the left.[roman type][paragraph break]The sign blinks green and twists again, now reading '[status-entry].'[paragraph break]".
say "[paragraph break][paragraph break]The sign blinks green and twists again, now reading '[status-entry].'[paragraph break]".

Report saving the game:
[This triggers on save-failed, which I would fix if saves didn't always succeed on the device.]
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