I wanted to find some stuff I'd done with the #cri #Ruby #gem. When I found it, I was gobsmacked: in my sleep-deprived state, it looked bloody brilliant! And, of course, totally undocumented. So I'm going to document the original code and then adapt it into #TAGF for things like

𝚝𝚊𝚐𝚏 πš›πšŽπš—πšπšŽπš› --πšœπš˜πšžπš›πšŒπšŽ=𝚝𝚎𝚜𝚝.πš’πšŠπš–πš• --πšπš˜πš›πš–πšŠπš=𝙿𝙽𝙢

and

𝚝𝚊𝚐𝚏 πšŸπšŠπš•πš’πšπšŠπšπšŽ --πšœπš˜πšžπš›πšŒπšŽ=𝚝𝚎𝚜𝚝.πš’πšŠπš–πš•

and maybe even

𝚝𝚊𝚐𝚏 πš›πšžπš— --πšœπš˜πšžπš›πšŒπšŽ=𝚝𝚎𝚜𝚝.πš’πšŠπš–πš•

!!
#gamedev #textadventure

In order to check things like location adjacency and shortest-path routing, I've cheated by embedding the #RGL #Ruby #graph package into the base code. Among other things, this makes it simple during game development to detect things like unreachable locations. It has the delightful side-effect of making it simplicity itself to generate a graphical map of the game!
#tagf #gaming #gamedev #digraphs #textadventure