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.
- 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).
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Added top-level object namespace for Casement
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Casement has objects for each major system planned
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Existing Inventory functions converted to object structure
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Added Casement.Inventory.Item type to better handle inventory items
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Fixed an issue where inventory popups would close early when removing items
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Merged all changes made during development of Sunset Directive
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Added inventory item highlights and flashes
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Changed CSS Styling of popups to better react to screen space //More work needs to be done
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Fixed an issue where the inventory popup displayed the passage name