GENERAL GAME INFORMATION
========================
LUMINOUS HORIZON is the third and final episode in an interactive
fiction series that began with the 2001 comp entry EARTH AND SKY, and
continued with the 2002 comp entry ANOTHER EARTH, ANOTHER SKY. However,
it isn't necessary to have played either of those games in order to
enjoy LUMINOUS HORIZON. Whether or not you've played previous
installments, I highly recommend checking out the digital comic feelie
that comes with this game; the feelie recaps the plot of parts 1 and 2.
To read the comic, use a web browser to open the file in the "Comic
Feelie" subdirectory entitled "EAScomic page 1.html", then just follow
the links from one page to the next. If you need more information on
Emily and Austin's superpowers, it's provided at the bottom of this
document.
The biggest difference between this game and its predecessors is the
addition of the CHANGE command. This command (which can be abbreviated
to "C") allows you to toggle back and forth between the perspectives of
Emily and Austin. The left side of the status line will indicate whether
Emily or Austin is the current PC (player character). These switches
take no game time, and whichever sibling you're not playing will behave
as a normal NPC (non-player character). Please note that switching
perspectives isn't possible at a conversation menu prompt.
Speaking of conversations, the conversation system in LUMINOUS HORIZON
is nearly identical to the one from Episode 2. In brief, this game
contains a variety of ways in which the PC can converse with NPCs. ASK
<npc> ABOUT <topic> and TELL <npc> ABOUT <topic> are available as
conversation commands, as is the more general TALK TO <npc>. The latter
will initiate a pre-scripted dialogue between PC and NPC, based on
what's currently happening in the game, but be aware that this dialogue
may contain more information than you want. (More on that a little
later.) When an NPC takes the initiative to address the PC, the game
will by default present a menu of possible replies, asking the player to
select one of these. (Remaining silent is always an option as well.)
Players who don't care for menus can type MENUS OFF, in which case the
PC will answer the NPC with a pre-scripted reply. Menus can be
reactivated by typing MENUS ON.
One more thing about those menus: their default behavior is to accept
input instantly (that is, without ENTER being pressed.) Players who
don't like that behavior can type ONECHAR OFF to turn off one-character
input prompts. Note that even with one-character prompts off, improper
input will still result in the prompt being repeated. Correct input,
however, will not be accepted until ENTER is pressed. To turn
one-character prompts back on, type ONECHAR ON.
The one important difference between this game's conversation system and
those of its predecessors is that the TALK TO command now functions as
an in-game hint system. If you find yourself stuck on a puzzle, you can
TALK TO your sibling to receive a nudge in the right direction. These
nudges will start out gentle and progress to blatant, sometimes so
blatant that the NPC actually solves the puzzle for you, so remember not
to overuse TALK TO if you still want to solve a puzzle yourself!
LUMINOUS HORIZON is designed so that it cannot be put into an
unfinishable state.
This game's graphics were designed on a white background, and that's
where they'll look best. However, they are full-alpha PNGs, so it is
possible to use them against any color background. [PC Users with older
nVidia graphics cards should note that an occasional display problem may
cause even full-alpha PNGs to display on a rectangle colored one shade
lighter than the background. This problem can be corrected by altering
your color settings to "True" (32-bit) color.] I've also found that
using a suitable comicbook font, such as Windows' "Comic Sans MS", can
heighten the experience of the game, so try that if you wish.
I love getting feedback. What you liked, what you didn't like, what
horrible bugs you've found -- send it all to me at
[email protected].
CREDITS AND ACKNOWLEDGEMENTS
============================
First of all, lavish, humble, and endless thanks to J. Robinson Wheeler
for creating the killer art for this game's digital comicbook "feelie."
Seeing those pages for the first time was a thrill akin only to
compiling and stepping into my first IF work -- the realization of a
lifelong dream that I never, ever thought would come true. You rock,
Rob.
As always, grateful acknowledgement is due to Graham Nelson for creating
Inform and its excellent documentation, notably the fourth edition of
the Inform Designers Manual. Thanks to Andrew Plotkin for creating the
Glulx virtual machine, to L. Ross Raszewski for the Blorbifier, and to
Adam Cadre and Marnie Parker for adding to Plotkin's documentation. The
AskTellOrder library, which allows syntax like TELL EMILY TO FLY, was
written by Irene Callaci, and modified for Glulx compatibility by Emily
Short and Dan Shiovitz.
I'm grateful to the crew on #glulx and #inform at ifMUD and to the
helpful souls at rec.arts.int-fiction, who always came through when I
needed them. In addition, special thanks are due to the gang present on
the #craft and #spoilers channels of ifMUD on January 6, 2004, who
provided particular inspiration for one puzzle.
Lots of the fonts used for title pages, sound effects, and the feelie
are courtesy of Blambot fonts at
http://www.blambot.com.
Thanks as always to Laura.
Finally, and best of all, my marvelous betatesters: Suzanne Britton,
Callico Harrison, Jenny O'Brian, and Dan Shiovitz. Each of them provided
feedback that helped elevate this game immeasurably. Thank you, thank
you, THANK YOU.
RELEASE HISTORY AND LEGAL INFORMATION
=====================================
This is Release 1 of LUMINOUS HORIZON, intended for entry in the 2004
Interactive Fiction Competition.
LUMINOUS HORIZON is freeware, meaning that it may be freely distributed
as long as it is unaltered and no profit is made from its distribution.
SUPERPOWERS AND THEIR ASSOCIATED VERBS
======================================
Unlike some superheroes, Emily and Austin's powers are not intrinsic to
their bodies, but rather are derived from bodysuits invented by their
parents. Emily wears the "skysuit", which allows her to fly, to create
fog, and to fire electrical blasts. If you are controlling Emily, you
can make her fly simply by typing FLY. Once aloft, you can use simple
directional commands to have her fly in a particular direction -- in
other words, WEST rather than FLY WEST.
Emily's fog power can be used in two ways. The first of these is the
"general" fog, which has different effects depending on whether she is
indoors or outdoors. Inside, it creates a dense, blinding cloud of mist
which obscures the vision of everyone inside it, including Emily and
Austin themselves. Outside, it creates a larger, more dissolute cloud
which lingers for a minute or two, then evaporates. To have Emily create
the general fog, just type FOG when controlling her.
In addition, Emily's fog power can be used on some objects, which
creates a dense cloud of fog around the object, making it difficult or
impossible to find. To utilize this power, type FOG <object> when
controlling Emily. Similarly, to use the skysuit's electrical blast
power, type BLAST <object> when controlling Emily. These blasts direct a
high-intensity bolt of electricity at the target.
Austin wears the "earthsuit", which grants him superhuman strength and
near-total invulnerability to impact. These powers have no special IF
verbs attached, but Austin can perform feats of strength well beyond the
capability of the normal IF character.