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

๐š๐šŠ๐š๐š ๐š›๐šŽ๐š—๐š๐šŽ๐š› --๐šœ๐š˜๐šž๐š›๐šŒ๐šŽ=๐š๐šŽ๐šœ๐š.๐šข๐šŠ๐š–๐š• --๐š๐š˜๐š›๐š–๐šŠ๐š=๐™ฟ๐™ฝ๐™ถ

and

๐š๐šŠ๐š๐š ๐šŸ๐šŠ๐š•๐š’๐š๐šŠ๐š๐šŽ --๐šœ๐š˜๐šž๐š›๐šŒ๐šŽ=๐š๐šŽ๐šœ๐š.๐šข๐šŠ๐š–๐š•

and maybe even

๐š๐šŠ๐š๐š ๐š›๐šž๐š— --๐šœ๐š˜๐šž๐š›๐šŒ๐šŽ=๐š๐šŽ๐šœ๐š.๐šข๐šŠ๐š–๐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