Create your own Interactive Fiction

ADRIFT - Interactive Fiction  
Home   |   News ADRIFT News RSS   |   Screenshots   |   Download   |   Games ADRIFT Reviews RSS   |   Forum   |   Help   |   Links
Welcome Guest Register | Login
Popular Games
Skybreak v. 1.4
Skybreak v 1.2
the virtual human
Galen's Quest
The Lost Labyrinth of Lazaitch
Magnetic Moon
Starship Quest
Marika the Offering
The PK Girl
The Axe of Kolt
 
Latest Forum Posts
HAPPY BIRTHDAY NickyDude
Happy birthday, Lazzah
News on introComp
News on ParserComp 2025
Text Adventure Literacy Jam 2025
Default task message
Seawall or sea wall?
Task restriction question
Uploading a new version of your game
Combi-Lib - an improved standard library
 
Latest Reviews
DRAM 321 Final
Goldilocks is a FOX!
Xanix - Xixon Resurgence
Finn's Big Adventure
Bug Hunt On Menelaus
Magor Investigates...
Classic Adventure
Private Eye
Roozden's Color Code Module
Wumpus Hunt

Make a donation

Cursor  Member Reviews - Stop Following

1 Ratings
5 star:
 (1)
4 star:
 (0)
3 star:
 (0)
2 star:
 (0)
1 star:
 (0)
 
 
 
 
 
Average Member Rating
 
 
 
Share your thoughts with other members:
 
Most Helpful First | Newest First

0 of 0 people found the following review helpful:
 
  Thu 31st Jan 2008
By - See all my reviews

I don’t see many games that make use of this kind of npc behavior. If you need help understanding the various movement options for npc’s, this demo is a good one to get started with.

A character can have multiple walks which can be started or stopped with tasks. Also, while the walk is in progress, you can specify that certain tasks are run when the character comes across other characters, or the player, or certain objects. You can also have a specific message to show when the player is in the same room as the character when a particular walk is in progress.

Lots of different options that a creative author can make good use of.

Most Helpful First | Newest First

© 2013 Campbell Wild. All rights reserved. | Contact the Webmaster