textual-engine icon indicating copy to clipboard operation
textual-engine copied to clipboard

an event-driven text adventure engine for both narrative story telling and procedural dungeon crawling

Results 38 textual-engine issues
Sort by recently updated
recently updated
newest added
trafficstars

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.

status/fixed
type/feature
scope/template

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,...

status/new
type/feature
scope/state

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...

status/new
type/feature
scope/command
scope/loader
scope/state

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,...

status/new
type/feature
scope/state

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) - [ ]...

status/new
type/feature
scope/data

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...

status/new
type/feature
scope/state

When using the `look ` command, show some more info about the target: health, damage, maybe current behavior.

status/new
type/feature
scope/command

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.

status/new
type/feature
scope/render
render/ink
render/dom

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...

status/new
type/bug
scope/state

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...

status/new
type/feature
scope/actor