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/* Contents */
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Section 1 - Adventure Games.
 
01 - Introduction.
02 - History of Adventure Games.
03 - Plotting an Adventure Game.
04 - The Structural Elements of an Adventure Game.
05 - Saving Space.
 
Section 2 - The Adventure Kernel.
 
06 - What is Aks?.
07 - Actions in Aks.
08 - Triggers in Aks.
09 - Locations, Objects and Events in Aks.
10 - Expressions in Aks.
 
Section 3 - Implementing Aks on the Amstrad.
 
11 - Programming Technique.
12 - Structural Overview of Aks.
13 - Implementing the Expression Evaluator.
14 - Extending Aks.
 
Section 4 - Witch Hunt - An Example Scenario.
 
15 - Witch Hunt Plot and Design.
16 - Breakdown of Witch Hunt.
 
Appendix A1 - Listing of Aks and Witch Hunt.
Appendix A2 - Aks Chexsum.
 
Appendix B - Bibliography.
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[[Category:Books]]
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