rjungemann / journeys

A hypertext fiction where the characters act on their own...

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TODO

  • Bug: Thinks combat is over when only one party member is dead
  • Edit functionality within normal functionality
    • Adding exits
    • Add new rooms by adding exits to non-existent rooms, like a wiki
    • Adding entities
    • Adding tags
    • Other edit functionality (entities, checks, etc.)
  • Overhaul skill check to remove and add tags as part of action
  • Overhaul party check to remove and add tags as part of action
  • Overhaul item check to remove and add tags as part of action
  • Overhaul battle check to remove and add tags as part of action
  • Overhaul passing of names in props to pass objects instead, to prevent not-refresh issue
  • type field to differentiate kinds of items
  • Item view
  • Item descriptions in item view, using tags
  • Party view
  • Change party representative in party view
  • Multiple conditionTags, with an optional ! prefix for negation
  • Other tag behaviors for movement and other activity?
  • Combat

Rooms

  • A Room has, among other fields, a name, and tags
  • A Room has Descriptions (see below)
  • A Room has Entities (see below)
  • A Room has Exits
    • An Exit has, among other fields, a "to" name (name of a different room)

Entities

  • An Entity has, among other fields, a name, and tags
  • An Entity has Descriptions (see below)
  • An Entity has Attachments (see below)
  • An Entity has Items (see below)

Items

TODO

Tags and Attachments

Tags can be used to influence the behavior of entities, and trigger the behavior of attachments.

The following attachment types are supported:

  • Description
    • Can be conditional on a tag being set
    • Shows a description for an entity (or room)
  • Dialogue
    • Can be conditional on a tag being set
    • Show a sequence of dialogue
    • Will set a tag when dialogue is complete
  • Choice
    • Can be conditional on a tag being set
    • Prompts for a response to a choice
    • Will set a tag depending on the response given
  • Item Check
    • Can be conditional on a tag being set
    • Three possible variants:
      • Give the character an item
      • Take an item from a character
      • Verify a character has an item
    • Will set a tag when complete
  • Skill Check
    • Can be conditional on a tag being set
    • Prompts the user for a skill check
    • Will set a respective tag if the character succeeds or fails
  • Party Check
    • Can be conditional on a tag being set
    • Two variants:
      • Check a member is in your party
      • Check a member is not in your party
    • Will set a respective tag if the check succeeds or fails
# Room tags

description:<name>

# Entity Tags

description:<name>

dialogue:<name>:0
dialogue:<name>:<index>
dialogue:<name>:done

choice:<name>
choice:<name>:<value>

skill-check:<name>
skill-check:<name>:success
skill-check:<name>:failure

item-check:<name>
item-check:<name>:done

party-check:<name>
party-check:<name>:done

battle-check:<name>
battle-check:<name>:success
battle-check:<name>:failure

# Cause the entity to move from room to room periodically
wandering
# Will move on their own during combat
offensive
# Will attack those not on their side in combat
hostile
# If in the same room, will jump to their aid
# If enters room during combat, will also jump to their aid
ally:<name>

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A hypertext fiction where the characters act on their own...


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