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▲Loreline – Tools for writing interactive fiction (loreline.app)self.__VINEXT_RSC_CHUNKS__=self.__VINEXT_RSC_CHUNKS__||[];self.__VINEXT_RSC_CHUNKS__.push("2:I[\"aadde9aaef29\",[],\"default\",1]\n3:I[\"6e873226e03b\",[],\"Children\",1]\n5:I[\"bc2946a341c8\",[],\"LayoutSegmentProvider\",1]\n6:I[\"6e873226e03b\",[],\"Slot\",1]\n7:I[\"3506b3d116f7\",[],\"ErrorBoundary\",1]\n8:I[\"a9bbde40cf2d\",[],\"default\",1]\n9:I[\"3506b3d116f7\",[],\"NotFoundBoundary\",1]\na:\"$Sreact.suspense\"\n:HL[\"/assets/index-BLEkI_5r.css\",\"style\"]\n")iv>
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https://github.com/I7-Examples/Bronze/blob/main/Bronze.infor...
It's not just the technical idiosyncrasies of the language. I've noticed that if you use it for the few hours and get into "the zone", you start to inhabit the world that you're creating and "see" it. The overall attitude is that of a world creator rather than a programmer fixing technical issues. Breaking the flow is trying to figure out how to handle an array or something like that. I liked the experience and this idea that the nature of the language will affect how you interact with it and hence the DX is, I think, not fully explored.
I've always loved interactive fiction. https://en.wikipedia.org/wiki/Get_Lamp is a great watch. "Before the first person shooter, we had the second person thinker." :)
I'm sure it's possible to become highly fluent if you use it a lot, but I'd much prefer something that didn't use English prose for logic and control.
Oh.
Oh no.
(Seriously, that's either very clever and perfectly reasonable, or... Not. Haven't decided which. Guess someone had to follow COBOL's footsteps.)
Edit: Thought about it more, and I've decided that for the intended users that's excellent. In the same way I wish formal proof languages would just use alphanumeric reserved words like a normal programming language, meeting writers closer to home is probably a helpful step that need not have any real downsides assuming you document it well.
Think it's a great fit for IF alright.
But it's an ambitious experiment, and the docs are worth reading through. Every now and again I give it another try :^P
Also I tried to show my brother how to use Inform by typing Inform 6 into the fancy new Inform 7 IDE... nope.
Inform 7 awkwardly pretends to be regular English, similar to how text adventures awkwardly pretend that the player has meaningful freedom to act in the game.
[0]: https://www.inform-fiction.org/manual/DM4.pdf
Edit: that said, you're right this §24 is interesting regardless!
I'm developing small games as hobby from time to time. I built my Visual Novel engine on Godot but I'm stuck exactly how to keep text and variables in convinient way. My system initially based on JSON but it's not human readable - I thought to create special editor but I was doubted and project stuck for long time. Loreline looks exactly how I wish it to be. Script is clean, human readable and also support translation on multiple languages. Great, just great!
I hope you will continue working on this and will maintain it for the long time. If this project will be helpful in my case, I could consider to become sponsor on GitHub, if you need support.
I'm going to play with Defold when I will have some time. I hope Lua implementation which you already have will work there.
About Loreline's future, yes, I have plans to keep maintaining it and improving it in the long run!
The free Loreline Writer app on Itch.io is "name your own price", so that's currently the easiest way to support the project. I may set up a crowdfunding page later.
Lua version should work as well as the others, but if you encounter any issue you can file it on Github.
[0]: https://lore.org [1]: https://news.ycombinator.com/item?id=48571081
Though it seems like it's more suited to fully text based scripts. The format I was messing with was full of markers to e.g. change the facial expression of the speaker's portrait, play sound effects, etc. (mid dialogue!)
Makes me think about how script/dialogues are written and formatted internally in other mediums. Umamusume in particular stands out in my mind; it has a lot of movement and actions as the dialogue lines are spoken. Sounds silly but they really do make it feel more dynamic and alive.
barista: <concerned> That's a lot of coffee...
<- use "concerned" tag in the engine to display a concerned face
sarah: What's this green diamond? Wait, let me touch it... james: Nooo don't touch it!
playExplosion()
james: Sarah? Sarah!!
https://www.choiceofgames.com/make-your-own-games/choicescri...
Long time ago I build my own interactive story system, but it was more focused on visuals and portability
10% The post
90% Epic Games' version control system
10% The post
90% Epic Games' version control system