nic-hartley / redshell Goto Github PK
View Code? Open in Web Editor NEWA console-based game about hacking back your freedom
License: BSD 3-Clause "New" or "Revised" License
A console-based game about hacking back your freedom
License: BSD 3-Clause "New" or "Revised" License
Right now paths are DashMap
s of DashMap
s and paths are strings I re-parse every time. I need to figure out exactly how I want paths to actually work, write some nice structs and macros to encapsulate, and maybe do some performance optimization.
Deleted this feature in cleanup because I was missing a UX to activate it and didn't want to spend time inventing one; I need to re-add it at some point.
The key here is to make writing as nice as possible. So it'll probably be some sort of graphical editor, with nice formatting support and... I dunno, flowcharty connection.
Plus, whatever tool I write for this, and whatever format it outputs, I can easily spread around for an easy entry to custom content!
Two components to this:
help
command, which can list available commands and print their descriptionsNot sure exactly how each will be implemented, because I also want whatever I use to be able to cover shell syntax. Maybe some kind of a system of manuals, each linked to others.
I need a tab for controlling game settings, and a mechanism for propagating those settings globally.
Right now tools are... adequate. They can do a lot of interaction by being an Agent
, but their capability for I/O with the user is very limited. I'm thinking it needs a bit of a revamp. The trouble is that App
s (by design) can't really act in the same capacity as Agent
s, so a Tool
that wanted to do any event back-and-forth would need to spawn (probably itself) as an agent.
There's probably a solution here around buliding that into the Tool
API, but I haven't thought of a concrete answer yet.
Miscellaneous tools to make writing (especially writing NPCs) easier, e.g.:
clifmt
supportProbably blocked on #6
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