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Casement

A popup-oriented engine for making adventure games in Twine.

This is a work-in-progress engine designed to create adventure games in Twine. It is built on top of the Sugar Cube story format (v. 2.30.0). Casement currently implements stackable popup windows, a standard inventory, a dedicated inventory window, text reactive to popups being viewed, and a simple conversation window and system. Possible future systems could include a character system and an action section/popup.

The current version is a proof-of-concept. To see this version in action, check out Sunset Directive.

Changelog

04/26/2020

  • Moved inventory popups into the Casement.Inventory namespace
  • Added work for robustly building inventory links to keep highlighting persisting across passage transitions
  • Removed the need for $InvenShowing in Twine variables, now the invWindow keeps track of the window and the item associated with it.
  • Known Issue: Since Casement.Popup is not finished, Casement.Inventory.showItem() complains about Casement.Popup.refreshTop() not existing (it doesn't yet).

04/22/2020

  • Added top-level object namespace for Casement

  • Casement has objects for each major system planned

  • Existing Inventory functions converted to object structure

  • Added Casement.Inventory.Item type to better handle inventory items

  • Fixed an issue where inventory popups would close early when removing items

  • Merged all changes made during development of Sunset Directive

  • Added inventory item highlights and flashes

  • Changed CSS Styling of popups to better react to screen space //More work needs to be done

  • Fixed an issue where the inventory popup displayed the passage name

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A popup-oriented engine for making adventure games in Twine.

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