1.3. Disenchantment Bay

| Chapter 1: How to Use The Recipe Book |

| 1.3. Disenchantment Bay

"Disenchantment Bay" is a simple work of IF used as a running example in Chapter 3 of Writing with Inform - not so much a tutorial as a convenient hook on which to hang some demonstrations of the basics. Because the resulting examples only use basic features and in the most straightforward way, they make for uninteresting "recipes" - so they are not included in the Recipe Book proper. But some readers might like to have all twelve stages of the example gathered on a single page: this is that page.

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| Example Disenchantment Bay 1 A running example in this chapter, Disenchantment Bay, involves chartering a boat. This is the first step: creating the cabin. |
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| Example Disenchantment Bay 2 Disenchantment Bay: creating some of the objects in the cabin's description. |
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| Example Disenchantment Bay 3 Disenchantment Bay: adding a view of the glacier. |
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| Example Disenchantment Bay 4 Disenchantment Bay: fleshing out the descriptions of things on the boat. |
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| Example Disenchantment Bay 5 Disenchantment Bay: adding the door and the deck to our charter boat. |
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| Example Disenchantment Bay 6 Disenchantment Bay: locking up the charter boat's fishing rods. |
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| Example Disenchantment Bay 7 Disenchantment Bay: making the radar and instruments switch on and off. |
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| Example Disenchantment Bay 8 Disenchantment Bay: a pushable chest of ice for the boat. |
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| Example Disenchantment Bay 9 Disenchantment Bay: enter the charter boat's Captain. |
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| Example Disenchantment Bay 10 Disenchantment Bay: things for the player and the characters to wear and carry. |
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| Example Disenchantment Bay 11 Disenchantment Bay: making a holdall of the backpack. |
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| Example Disenchantment Bay 12 A final trip to Disenchantment Bay: the scenario turned into a somewhat fuller scene, with various features that have not yet been explained. |
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