Tilde world (~world) is a flat-file, community powered, text adventure game intended to be run on tilde servers.
Source code: https://github.com/0xdstn/tilde-world
~town map: http://tilde.town/~dustin/world/
- Creating rooms
- Props and actions
- Action instructions
- Game commands
- Future plans
- Release notes
Tilde world can be run on tilde.town by running ~dustin/projects/tilde-world/world.py. When you first run it it will welcome you and ask your character's name and description.
When you finish the setup it will create a ~/.world directory with some configuration files and a rooms directory where you can create your own rooms (see below).
Your name and description is saved in ~/.world/config.
When the game is looking for a room at a coordinate, it will loop through all of the users on the server and check for that coordinate in their .world/rooms directory. The first one found is used, if there are duplicates (try not to step on each other's toes please).
Your current position is saved in ~/.world/loc in the format x,y.
Your inventory is saved in ~/.world/inventory. Each item goes on one line in the format key : x,y. The x,y is the room the object came from so we can reference it's data again.
The state for props are saved in `~/.world/state`. It saves in the format object_prop.txt. As props change via user interaction, these files are updated. They are created upon entering a room with an object that has a prop.
You can create your own rooms by placing files in the ~/.world/rooms directory.
The files are named for their coordinates in the format x_y. Negative coordinates use an "n" instead of "-". So a room at coordinate -1 0 would be a file named n1_0.
A basic room looks like this:
NAME : Landing room
DESC : An ordinary room
Rooms have the following properties available:
NAME- The name of the room
DESC- A description of the room. This is displayed with the look command
KEY- Optional. An ID and name of an item required to enter this room from any direction in this format: west-key|West room key
TELEPORT- Optional. x,y coordinates to redirect the user to if they teleport here (such as the start of a dungeon).
A room can contain multiple objects. A room with objects would look like this:
NAME : Landing room
DESC : An ordinary room
ID : sword
NAME : wooden sword
GRAB : true
DESC : A wooden sword in good condition
ID : shield
NAME : wooden shield
GRAB : true
DESC : A wooden shield in good condition
Objects have the following properties available:
ID- A unique identifier for referencing the object
NAME- The name of the object
DESC- A description of the object displayed with look obj_id. You can reference props with [propkey], and they will automatically be replaced with the value of the prop
GRAB- (Optional, default false) true or false, if the item can be picked up by a user
HIDDEN- (Optional, default false) true or false, if the item is listed in the room with the look command
ACTIONS- (Optional) A list of actions, see below
PROPS- (optional) A list of props, see below
Props and actions
Objects can have props and actions.
Props are key/value pairs. They will be stored in a file specific to the room/prop and the user. That means that whatever state a room and it's objects are in for one user does not affect it for another user.
Actions are a list of triggers and a list of instructions.
Here is an object with a prop and an action:
ID : lamp
NAME : ordinary lamp
GRAB : false
DESC : A lamp with a switch. It is currently [power].
ECHO You turn off the lamp
ECHO You turn on the lamp
When the user runs turn lamp it will either turn the power prop on or off depending on if it is currently set to on or off.
Actions currently support the following:
IF (prop)=(value)- If prop of the item is the provided value, all following instructions until an ELSE or ENDIF will be run
IF INVENTORY=(item1,item2)- If the inventory contains the provided item(s), all following instructions until an ELSE or ENDIF will be run
ELSE- Placed between an IF and ENDIF. If the IF statement is false, all following instructions until an ENDIF will be run
ECHO (message)- Prints out the provided message. Props will be replaced with their value in the format [prop]
GRAB (object)- Adds the provided object key to the inventory (must also be in the same room, hidden or not)
TELEPORT (x) (y)- Teleports to provided x,y coordinates
PROMPT (prop)|(message)- Prompts the user with the message. Their input is stored in the provided prop
As a user of the game you can run the following commands:
look- View the room along with it's objects and exits
look (object)- View the provided object and it's actions
grab (object)- Add the provided object to the inventory
drop (object)- Remove the provided object from the inventory
(action) (object)- Runs the provided action on the provided object
inventory- List the inventory
go (direction)- Go the provided direction (north,south,east,west)
teleport (x) (y)- Go to the provided coordinates
quit- Quit ~world
help- Displays the help menu
about- Displays information about the author and project
- Add more action logic
v1.1.2Added PROMPT action instruction. Updated ECHO to support displaying props
v1.1.1Added TELEPORT prop to rooms to provide x,y coordinates to redirect the user to if they teleport to the room (such as the start of a dungeon)
v1.1.0Changed inventory system so you can use item actions after grabbing them
v1.0.2Added TELEPORT action instruction
v1.0.1Added help and about commands
v1.0.0Initial release with base functionality