Inform 7 Home Page / Documentation

§7.10. Character Emotion

In a complex story, characters may evolve strong feelings about the player. Often we want to hint at the character's feelings through gesture and tone of voice - little things woven into dialogue and action sequences that might otherwise be unchanged. Ferragamo Again demonstrates creating phrases to give all our characters different ways to express their irritation at the player.

Then again, sometimes a discussion might produce quite spectacular results if a character is in the wrong mood. Being Peter shows the bare bones of an implementation in which a character's attitude rulebook is consulted to determine what her response will be - allowing for arbitrarily complicated outcomes.

arrow-up.png Start of Chapter 7: Other Characters
arrow-left.png Back to §7.9. The Flow of Conversation
arrow-right.png Onward to §7.11. Character Knowledge and Reasoning

*ExampleBeing Peter
A set of rules determining the attitude a character will take when asked about certain topics.

**ExampleFerragamo Again
Using the same phrase to produce different results with different characters.