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# As a scenario driver
Parallel execution of Tonkadur scenario on server and client, with initial data being sent by the server to the client, number corresponding to user choices sent by the client …
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Not to be added in the first version, and only possibly as an extension afterwards, but allowing narrative with multiple users would be a cool addition.
I guess it's pretty much the equivalent of m…
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In games where the narrative isn't what drives the gameplay, the narrative is likely going to be called upon following an event occurring from some other mechanism (e.g. "attacked monster A").
Tonkad…
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Currently, there is nothing put in place to facilitate using the same memory elements over multiple narratives.
To do this manually, one would simply add "delete all memory elements whose name starts…
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- ~~Output text seems to have too much of the source's indentation (extra spaces, newlines).~~ https://github.com/nsensfel/tonkadur/commit/9c2d55d7e8576c909ffa94f210c682117cb61a59
- ~~`(visit! pay pr…
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Error occurs when compiling `assert` with lines that end with `;`.
`data/unit-testing/cond.fate` in https://github.com/nsensfel/tonkadur/commit/bd5fd411691410d2ddb37f108810353b725eb0b1 triggers the b…
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The "Learn" example seems to be generating one string object per word and one text object per string.
This needs to be fixed and some optimization should be added for this regardless.
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Similarly to https://github.com/nsensfel/tonkadur/issues/18, the `new` computation in Wyrd should be converted to an instruction.
This makes the interpreter much simpler to implement when not relying…
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As implementing the interpreter in Elm pointed out, `rand` requires a state update.
Since it's simpler to use, Fate should keep it as a computation, but Wyrd needs it to be an instruction.
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Prompts the user for a list of strings.
This would make it possible to write narratives with commands such as `go north`.