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Storyletter 0.1.0

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@github-actions github-actions released this 30 Aug 16:39
· 12 commits to main since this release

The first public release.

Added

  • The Storyletter editor: design storylets as cards in decks, set up the box they live in,
    declare the hands your game deals, and edit it all directly on the plain files on disk.
  • Structure and logic: boxes, decks and cards, tag groups, hand templates and hands, a guided
    condition editor over the five scopes (@world, @story, @box, @deck, @hand), outcomes
    with effects, and qualities as ordered ladders of named stages.
  • The Board: deal a real hand from the same runtime your game ships with, see the ranked result
    with a line-by-line trace answering "why this hand?", play outcomes, peek the stock, poke state
    and advance turns. Live Link streams a running game's state into the editor.
  • Two canvases: a node canvas per deck showing how cards reach each other, and a map view where
    zones are drawn outlines, hands stand where they stand in the world, and background pictures sit
    behind them. Frames and stickies on both.
  • Coverage testing: seeded playthroughs reporting what your content can actually reach, per hand,
    with never-dealt and never-played called out, an overlay that puts the last run on the canvases,
    and a quick-fix for content gated on state nothing writes.
  • Review and documentation: threaded comments anchored anywhere, a Review Feedback walk over every
    thread in the project, and per-class documentation notes.
  • Publishing: compile the .storyletsc bundle your game loads; publish a single-file playable HTML
    page that needs no server, install or programmer; export the project as a readable workbook; and
    send a whole project as one .storyletpack.
  • Project plumbing: version-control awareness (git, Perforce, Plastic, SVN) with lock-aware saves,
    file associations, go-to-anything search, and undo across every edit.
  • Packaging. electron-builder configuration, the macOS and Windows icon pipelines, hardened
    runtime entitlements, and a tag-driven release workflow, all following Patterpad's shape.
    macOS builds are signed and notarised; Windows is deliberately unsigned, because a signed
    Windows build writes its publisher into app-update.yml and every auto-update then fails
    verification.
  • File associations. On macOS a .storylets project is a PACKAGE, so Finder opens it as one
    document rather than a folder to wander into; .storyletsc and .storyletpack get their own
    document icons. On Windows and Linux, where there is no package concept, the .storyletproj
    file inside the folder is associated instead, along with the shard types.