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A simple game engine for adventure text games.

Project description

Paignion

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Screenshot of a game built with Paignion

Paignion is a Python-generated, JavaScript-powered game engine for text adventure games.


Contents


Quick start

If you just want to play a game made with Paignion to see what it can do, you can clone this repo and build the example games locally to test them:

$ git clone https://github.com/kokkonisd/paignion
$ cd paignion
$ python3 -m pip install -r requirements.txt # Install dependencies
$ python3 -m paignion build examples/complete_demo # Build demo game

This will build the complete demo at examples/complete_demo/build. You can play it by serving it locally, for example with http-server:

$ cd examples/complete_demo/build
$ http-server -p 4000

You can then open a browser, go to localhost:4000 and enjoy :)

What is Paignion?

Paignion is a game engine for text adventure games. It takes a bunch of specifically formatted Markdown files written by you, the game developer, and turns them into a JavaScript-based text adventure game, which you can easily send to friends or serve on your site. You only need to install Paignion in order to make games; the actual game runs in a browser and does not have any dependencies you need to install.

If you want to see a minimal example of a game built with Paignion to witness with your own eyes how simple it is to create a game, you can follow the installation instructions to install Paignion on your computer. Once it is installed, you can run the following command in your terminal to create a new game:

$ paignion init my_new_game

A directory called "my_new_game" will be created, and some default files will be generated:

$ tree my_new_game/
my_new_game
└── rooms
    ├── origin.md
    └── second_room.md

1 directory, 2 files

As you can see, a directory called "rooms" has been created inside the directory of your game, and it contains all of the rooms of your game in the form of Markdown (.md) files.

You must always have an origin.md room; this is the room in which the player starts when they launch the game.

As you can see, every room file is split into two parts: a YAML header and a Markdown body. This is basically based on Jekyll's Front Matter.

The YAML header is contained in triple dashes (---); it must always come first, and the Markdown body must always come after it.

The YAML header basically contains metadata for the room (which rooms it connects to, what items it contains, the properties of these items etc). The Markdown body contains the description of the room, which is the text shown to the player when they enter the room.

How to write room descriptions

Room descriptions are written in basic Markdown. You can use pretty much anything you would use here on GitHub when writing them.

Note that the player will not get a list of the items of the room as they enter it; they will only get what you give them in the description. You can describe the items in detail to invite them to examine them, or you can do the opposite and let the player discover them by looking around the room.

How to write room metadata

Room metadata is entirely optional. However, if all your rooms are completely empty then your game isn't going to be much fun.

Each entry of room metadata is basically one of two elements: directions or items. Directions refer to the rooms that this room links to, and items refer to the items that are found in the room and that the player can interact with.

Directions are one of north, east, south, west, up, down; you do not need to specify each and every one of them, you only need to specify those you need. For example, if I want my origin room to link to the kitchen on its north, I can write:

---
north: kitchen
---

assuming I will create a kitchen.md room. Usually you'll want to mirror this in the linked room, by adding south: origin in kitchen.md in this case, but you do not have to; you're making a game, not working on a uni assignment! Screw coherence and continuity, go nuts!

Just to make it clear how this works, if we were to implement the two origin.md and kitchen.md room, the player could move from the origin to the kitchen by typing "go north" or "go to the north" or "move to the north" etc.

Tangible and intangible items

Items are split into two categories: tangible and intangible. Tangible items are the ones that the player can pick up and store in their inventory, like a key or a gun. Intangible items on the other hand cannot be picked up by the player, and can instead be examined by them, like a painting or a fireplace. Both types of items can be used together, via actions. Here's how you would declare that in the room files:

---
items:
    tangible:
        # Tangible items go here
    intangible:
        # Intangible items go here
---

As with the directions, you don't need to define either of those categories if you don't plan on using them; for example, if you don't want intangible/tangible items you don't need to specify an empty list, and if you don't want neither the one nor the other you can skip the items key in the YAML entirely.

Item properties

Each item, tangible or intangible, can define a few properties. For example, every item should have at least a name and a description. Item descriptions can also contain Markdown (just like the room descriptions).

The rest of the item properties are optional, which means you only need to define them if you want to override the defaults. The optional properties are the following:

  • amount: the amount of instances of this item found in this room. For example, you can have three gold coins, and let the player pick as many as they want. This is set to 1 by default (since if you don't specify how many of it there are then you probably mean there is just one) but can be set to any number, or "inf", which means that there is an infinite amount of this item. This can be used for things like grains of sand on a beach or something, I don't know.
  • visible: is this item visible by the player or not? Basically this determines if the item will be filtered out or not if the player asks to "look around the room". This can be useful for things that are obviously there: for example you might want the player to be able to, say, combine a shovel and the ground in order to dig a hole by saying "use shovel with ground", but at the same time if they ask to look around the room it's dumb to respond "you can see one shovel and one ground", hence the utility of the visible flag.
  • effect: the effect that is currently applied to an object. For example, if you enchant a sword it becomes sword (enchanted). If you put a cat under a running sink it becomes cat (wet). This usually starts out undefined and gets changed by an action, either for comedic/worldbuilding purposes or for an actual action that changes something in the game.

Here are some concrete examples of items:

---
items:
    tangible:
        - name: rock
          description: "A rock you can pick up and probably throw at something."
        - name: boot
          description: "An old boot. Kinda stinks."
          amount: 2 # It's a pair of boots!
        - name: sand
          description: "Sand. You know what sand is. What you would do with this, I do not know. Have fun endlessly picking up grains of sand."
          amount: "inf"
          effect: boring
    intangible
        - name: sky
          visible: false # it would be dumb to say "there is 1 sky" to the player
                         # also note how if it's invisible you do not need to define a
                         # description since the player cannot say "look at the sky"
                         # (they will get a "there is no such item" answer)
        - name: boat
          description: "An old, rotting wooden boat. Seems it washed up on the shore a long time ago."
---

Actions

There is another (pretty important) item property: actions. You would have a pretty boring game if the player could not change the game world via their actions, wouldn't you?

Each time you want an item to be able to be used with another item, you must specify the used_with property (and the properties that come along with it). Under this, you must at least specify what the name of the item that this item interacts with is, and also an effect message that is shown to the player when the action is carried out. The last one is mandatory because not giving your players feedback is bad.

The syntax of the commands is very minimal, and there are actually very few commands for now: set and add which, well, set a certain property to a certain value or add (meaning append) something to the current value of a specific property. Let me explain with an example.

Say we're making a very simple 2-room game. The player starts out in the origin of course, which only contains one key (tangible) and one door (intangible) on its west side. The goal for the player is pretty simple: pick up the key, open the door, and get to the second room. This is how you'd implement this with actions:

---
# we do not define anything for the `west` direction; it will get populated
# automatically by the action
items:
    tangible:
        - name: key
          description: "A simple key. I'm pretty sure it opens that door over there. Wanna pick it up?"
    intangible:
        - name: door
          description: "A classic wooden door. It's locked."
          used_with:
              - name: key
                effect_message: "The door is now unlocked."
                consumes_subject: true
                actions:
                  - set(west, "second_room", origin)
                  - add("The door has been unlocked", description, origin)
---

There is a locked door to your west and a key at your feet. You know what to do.

Of course, I am assuming that there is a second_room.md whose east direction points to origin. In order to advance to the second room, the player must type something like "take the key" in order to pick up the key and then something like "use key on door" in order to unlock the door. At that point, the action we just wrote for the door will be applied: it will delete the key from the player's inventory (this is done because of consumes_subject, more on that later), it will set the west direction of the origin room to second_room, linking the two, and finally it will append a paragraph saying "The door has been unlocked." to the origin's description, so that if the player comes back later and don't remember that they already unlocked the door, the description will remind them. Of course, in this case I'm using the add command to show how it's supposed to be used, but in this case it would be better to just change the entire description to that paragraph. You decide.

In any case, here are the available commands:

  • set(X, Y, Z)
  • add(Y, X, Z)
  • sub(Y, X, Z)
  • mul(Y, X, Z)
  • div(Y, X, Z)

X is a property/key: something like west, or effect, or visible, or amount...

Z is either a room name or an item name (tangible or intangible). The engine will look for a room first, then for an item from the player's inventory, and lastly for an intangible item, first from the current room and then from the other rooms. Keep this order in mind when designing; only the first item in that order will be acted upon. As for why the engine only looks for intangible items outside the player's inventory: if the action is meant for a tangible item, the user can pick it up and use it. There is no need to do this without having the user pick the item up first.

Finally, Y is a string containing a message or a value for the key X. This can be one of three things:

  • a string, like "blablabla"
  • a Markdown string, like m"The _trenches_ were ~~very~~ extremely **deep**.", which will obviously get rendered on the screen like other strings that support Markdown in the engine
  • an integer, like 4

The set and add commands can be used either to set/append strings, or to set/add integers. The sub, mul and div commands only serve to subtract, multiply and divide by an integer value respectively.

To conclude, here is the rest of the available properties for the actions:

  • consumes_subject: decreases the amount of the subject (meaning the item performing the action) by 1, or deletes it if it was at 1.
  • consumes_object: same thing, but for the object (meaning the item receiving the action).

How to install Paignion

You can install Paignion via pip:

$ pip3 install paignion

You can then directly use it from your terminal. If you don't want to install it, you can clone this repo and use it from within the repo itself:

$ git clone https://github.com/kokkonisd/paignion
$ cd paignion
$ python3 -m pip install -r requirements.txt # Install dependencies

You can then launch it from inside the clone of the repo by running:

$ python3 -m paignion init my_new_game # or build ...

Developer notes

Tests can (and should be) run like this (after having installed the dependencies listed in requirements.txt):

$ tox

TODOs:

  • Add conditional commands??? maybe???
  • Add part explaining the frontend engine in README

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