Commits (7)
......@@ -41,3 +41,12 @@ locations:
value: high_tide
text: |-
{East} is a very bad idea
inspectables:
bottle:
aliases:
- glass
prompt:
- condition:
type: always
text: |-
The bottle is soft and smooth from the ocean's touch.{.5} You turn the bottle over to look for any markings and find an inscription.{.5} It's hard to make out but it's definitely carved by hand.
\ No newline at end of file
......@@ -45,6 +45,16 @@ locations:
An old broken fishing pole rests against the shore.{1}
{East} the rocky path leads back up the hill.
inspectables:
pole:
aliases:
- fishing
- rod
prompt:
- condition:
type: always
text: |-
The fishing pole lays on the bank of the river.{.2} The handle has broken off and it's wire has tangled up in nearby shrubbery.
forest_deep:
region: forest
......@@ -70,4 +80,15 @@ locations:
A grassy track winds it's way through the sparse trees.{1} You notice a few blackbirds sitting in a nearby tree,{.5} staring at you.
{South} the forest quickly thickens, obscuring any indication of a path.
{North} a castle looms in the distance.
\ No newline at end of file
{North} a castle looms in the distance.
inspectables:
blackbirds:
aliases:
- blackbird
- birds
- bird
prompt:
- condition:
type: always
text: |-
You look back at the blackbirds{.2}, but their stare does not relent.
\ No newline at end of file
links:
always:
- town_center east-of beach_road
#- town_center west-of graveyard_road
#- town_center north-of housing_area_north_1
arrangements:
main_town_road_order=low_to_high:
- town_center south-of main_town_road_1
......@@ -12,8 +10,6 @@ links:
locations:
town_center:
region: town
# need to have a lot more things on the east between the town center and a graveyard...
# need to figure out what leads between the town square and the pier
prompt:
- condition:
type: always
......@@ -23,23 +19,20 @@ locations:
There is a rusted old sign with directions:
{North} is the main town road, leading to what looks like old shops.
# {West} is the road towards the beach. (Autoexit)
# {south} a path leads to abandoned houses, facing the southern ocean.
# {east} is the entrance to a graveyard.
#inspectables:
# fountain:
# aliases:
# - old fountain
# prompt:
# - condition:
# type: always
# text: |-
# ...
# statue:
# aliases:
# - mayor
# prompt:
# - condition:
# type: always
# text: |-
# ...
inspectables:
fountain:
aliases:
- old fountain
prompt:
- condition:
type: always
text: |-
The fountain is the same material as the statue, perhaps sourced locally{.5}. The inside of the fountain is a swirl of black and dark green.
statue:
aliases:
- mayor
prompt:
- condition:
type: always
text: |-
The statue of the mayor is discoloured from weather abuse and animal interference{1}. The mayor is an old-looking woman, with a strong stance but a comforting smile.
......@@ -76,6 +76,13 @@ locations:
You're standing in a large hall.{.5} You can see that water has been leaking in through the roof, and the main stage has collapsed after the supporting wooden beams have rotted away after all these years.{1}
{West} is the main town road.
inspectables:
stage:
prompt:
- condition:
type: always
text: |-
Light streams in from windows running across the sides of the room.{.5} One of the large curtains has fallen down into the decrepit stage{.1}, the other is gently swaying from a breeze from an open window up high.
main_town_road_3:
region: town
prompt:
......
......@@ -93,6 +93,22 @@ locations:
{East} is a door with a sign above it: {written}office{/written}.
{North} is an outside door with a sign above it: {written}storage yard{/written}.
inspectables:
log:
aliases:
- logs
- wood
prompt:
- condition:
type: always
text: |-
Logs are strewn about the room, some are cut into but most are fully formed.{.5} They seem to be crawling with insect life.
saw:
prompt:
- condition:
type: always
text: |-
The saw is large{.1}, circular{.1} and toothed.{.5} The rust seeping in from the edges have given it a fascinating gradient moving from brown to silver.
the_mill_storage_yard:
region: town
prompt:
......@@ -105,5 +121,24 @@ locations:
{South} is a door leading to an derelict lumber mill.
{North} is the forest.
inspectables:
planks:
aliases:
- plank
- timber
prompt:
- condition:
type: always
text: |-
These planks are likely what the mill produced when it was in business.
machinery:
aliases:
- machines
- machine
prompt:
- condition:
type: always
text: |-
Heavy machinery lie in their positions{.5}, dormant. They gather rust as they sleep together.
......@@ -35,7 +35,7 @@
text: |-
You approach the shelf containing the tincture.{1} The liquid inside of the spherical phial is clear and bubbly.{1}
The way that it sparkles and shimmers is almost {.1}magical{.1}.{.5} Especially considering how little light there is in here.{1} A darker part of your brain informs you that it's probably just mildly radioactive.{1}
The way that it sparkles and shimmers is almost {.1}magical{.1}.{.5} Especially considering how little light there is in here.{1}
It's too high for you to reach,{.5} and climbing on the shelf would likely cause the rotting wood to give way.{1} Maybe next time...
bottle:
......@@ -74,19 +74,9 @@
- condition:
type: always
text: |-
The ceiling,{.5} discoloured by water stains,{.5} sags down over the check-out counter.{1}
The ceiling,{.5} discoloured by water stains,{.5} sags down over the counter.{1}
Evidently,{.5} there is a leak in the roof.{1} You notice that even now unsteady drops of water are dripping onto the check-out's cash register.{1}
register:
aliases:
- cash
prompt:
- condition:
type: always
text: |-
There is a cash register sitting on the checkout counter.{1} It is completely rusted out,{.5} sitting directly underneath lowest point of the sagging ceiling.{1}
It appears to have been emptied out long ago.{1} The only contents of the tray are a ballpoint pen,{.5} a faded candy wrapper,{.5} and what appears to be company scrip for somewhere called{.5} "Lucky Lumber Mill".{1}
Evidently,{.5} there is a leak in the roof.{1} You notice that even now unsteady drops of water are dripping onto counter.{1}
book_store:
region: town
no_spawn: true
......