§1.3. Disenchantment Bay

"Disenchantment Bay" is a simple work of IF used as a running example in Chapter 3 of Writing with Inform - not so much a tutorial as a convenient hook on which to hang some demonstrations of the basics. Because the resulting examples only use basic features and in the most straightforward way, they make for uninteresting "recipes" - so they are not included in the Recipe Book proper. But some readers might like to have all twelve stages of the example gathered on a single page: this is that page.


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*ExampleDisenchantment Bay 1
A running example in this chapter, Disenchantment Bay, involves chartering a boat. This is the first step: creating the cabin.

*ExampleDisenchantment Bay 2
Disenchantment Bay: creating some of the objects in the cabin's description.

*ExampleDisenchantment Bay 3
Disenchantment Bay: adding a view of the glacier.

*ExampleDisenchantment Bay 4
Disenchantment Bay: fleshing out the descriptions of things on the boat.

*ExampleDisenchantment Bay 5
Disenchantment Bay: adding the door and the deck to our charter boat.

*ExampleDisenchantment Bay 6
Disenchantment Bay: locking up the charter boat's fishing rods.

If we would like the player to be able to turn instrumentation on and off, we could add a line to this effect:

paste.png The radar, the instruments, and the radios are devices.

And since the captain is probably not navigating blind, we might also want to say

The radar and the instruments are switched on.

*ExampleDisenchantment Bay 7
Disenchantment Bay: making the radar and instruments switch on and off.

If we would like the player to be able to turn instrumentation on and off, we could add a line to this effect:

paste.png The radar, the instruments, and the radios are devices.

And since the captain is probably not navigating blind, we might also want to say

The radar and the instruments are switched on.

*ExampleDisenchantment Bay 9
Disenchantment Bay: enter the charter boat's Captain.

*ExampleDisenchantment Bay 10
Disenchantment Bay: things for the player and the characters to wear and carry.

*ExampleDisenchantment Bay 11
Disenchantment Bay: making a holdall of the backpack.

**ExampleDisenchantment Bay 8
Disenchantment Bay: a pushable chest of ice for the boat.

****ExampleDisenchantment Bay 12
A final trip to Disenchantment Bay: the scenario turned into a somewhat fuller scene, with various features that have not yet been explained.