textual-engine
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an event-driven text adventure engine for both narrative story telling and procedural dungeon crawling
When modifiers are applied, they can only add keys to a map through merge. They should also be able to remove existing keys, such as scripts or equipment slots.
When the world state steps, actor steps are invoked in semi-random order within each room. It's possible for an enemy to hit the player after they've given a `move` command,...
Some loaders, like local/session storage from #101, have very limited capacity. Give players a way to remove existing saved states in those. File and fetch loaders should not implement the...
The current save command includes the world template in the save data, and load expects to find it there. That has a couple problems: - the save file size increases,...
Add another batch of literary sample worlds. - [ ] [A Christmas Carol (Marley's Ghost, dream, etc)](https://www.gutenberg.org/files/46/46-h/46-h.htm#link1) - [ ] [The Wonderful Wizard of Oz (chapter 8)](https://www.gutenberg.org/files/55/55-h/55-h.htm#chap08) - [ ]...
Showing messages the first time a player enters a room (like flash message) is a relatively common need for extended flavor text, story directions, and mini-cutscenes. These should be removed...
When using the `look ` command, show some more info about the target: health, damage, maybe current behavior.
Add some automatic or tab completion for valid verbs and targets, to the React renderers (at least, readline if possible). Make this optional for hardcore players/worlds.
The PRNG is reseeded using the world seed when loading, not the world seed + rolls since. That can change the outcome of rolls. Keep track of how many times...
The player actor service currently focuses on a single actor, by actorType, for whom its commands are used. Setting multiple actor's actorTypes to player will cause them all to perform...