Tads manual




















For most new users the answer to the question "Where do I go next? If you're still unsure which to start off with, take a quick look by skimming through the first couple of chapters of each and then choose the one you feel more comfortable with. Getting Started in TADS 3 walks you through the creation of two TADS 3 games one very short, one quite a bit bigger , explaining features of the system as it goes along but not presenting them in a particularly systematic fashion the order of presentation is dictated by the order in which the games are developed.

Completing the Getting Started tutorial will introduce you to the process of writing Interactive Fiction in TADS 3 and in doing so will introduce you to many of the features of the system, but not in a very systematic fashion.

It is the manual you should begin with if you prefer a hands-on, inductive learning style or if you feel more comfortable being walked through the creation of a couple of games before trying to branch out on your own. It makes no attempt to walk you through the creation of a game, although it does provide a number of exercises you can try out for yourself in the form of descriptions of mini-games you can try to write together with heavily-commented sample code you can download to compare with your efforts.

This might be the tutorial manual you would choose to begin with if you're reasonably confident about programming or writing Interactive Fiction in another system and you want to see how it's done in TADS 3, or if you prefer to be introduced to the material in an orderly, systematic fashion and you don't particularly need or want to be hand-held through the creation of a couple of tutorial games. What the Tour Guide does is to walk you through the creation of a fairly substantial game, introducing nearly all the main TADS 3 library features in a reasonably systematic fashion.

You could then come back to the Tour Guide only if and when you felt a further tutorial might be helpful. These are the three manuals you will probably find yourself consulting most frequently once you have mastered the basics of TADS 3 from one or more of the tutorial manuals and are writing your own game s , but for most people, they are not the best place to start.

That said, the TADS 3 System Manual does contain a lot of material that might be of interest to confident beginners with a strong programming background whether professional, amateur or hobbyist who want to see how things are done in TADS 3, and the earlier sections of the TADS 3 Technical Manual do contain a number of "how-to" articles that might be of interest to beginners.

Nevertheless, for most new users of TADS 3 these two reference manuals will not be the best place to start; for one thing in addition to the more basic information they cover, they both contain quite a bit of more advanced and complex information that is likely to be not only unnecessary but also potentially quite confusing to new users of TADS 3; for another while the Technical Manual contains a lot of useful how-to information, it is anything but systematic or comprehensive in the topics it covers, and is much more useful as a reference for reasonably experienced users than as an introduction.

You will also find the TADS 3 Library Reference Manual an absolutely essential tool once you start working on your own games, and Learning TADS 3 will introduce you to its use, but it's certainly not the place to begin.

Please be assured that you absolutely do not have to master the material in these three reference manuals in order to start using or even continue using TADS 3, although you will eventually find them helpful when you want to achieve something beyond the basics. To use it, you need to be aware of the following basic ideas:. The sensible and logical thing to do at this point would be to start reading one of the manuals suggested immediately above and, frankly, that's what we recommend.

But maybe you're thinking that having got as far as installing TADS 3 and being shown how to compile a minimal game, you'd like to actually try doing something with the system before reading a whole lot of text. So, if you're the sort of person that wants to jump right in, you might want to try entering and compiling the sample game shown below.

If you do decide to type the code rather than copying and pasting, be very careful to copy it exactly. However, feel free to ignore the comments in the code when retyping it. TADS 3 isn't too fussy about the amount of white space you use or where you put line breaks, but it can be very fussy about other things, and even the tiniest error can confuse it.

In particular:. The sample game given below is given in three versions, each fuller and more sophisticated than the last, so you can start from something very simple and see how it might be built up into something more complex. Don't worry if you don't understand too much of what's going on — at this point you can hardly expect to, after all — just try copying and compiling the code and then playing the resulting game to see what happens.

You may learn something from this approach, and you should at least start to get some kind of feel for what writing a TADS 3 game looks like. But if you feel you're beginning to deduce how at least some of it works, then feel free to experiment but don't try anything too ambitious, you're probably not ready for it yet.

I repeat, there is absolutely no need to carry out any of this exercise at all; it's simply provided for people who are anxious to dive straight in and try something practical before turning to the manuals. For some people this approach may be helpful as a kind of inductive learning which will then help make the manuals make more sense ; for many others it probably won't help at all.

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