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# Additional Reference Content (Variables)
This file contains the content from gr.Textbox, gr.Code variables used in Config Development Assistance.
---
## Simple Structure - Example Process
### SimpleStructureTimeline1stPrompt
```
Here is a config skeleton to turn into a story that ends with: The villain gets their comeuppance and is punished for their crimes.
{
"masterlocation1": {
"location1": {
"description": "UI - Character Model Viewer",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
"location2": {
"description": "UI - Crafting Progress Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location3"
},
"media": [],
"developernotes": []
},
"location3": {
"description": "UI - Scoreboard",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location4"
},
"media": [],
"developernotes": []
},
"location4": {
"description": "Story: overcomeLoss",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location5"
},
"media": [],
"developernotes": []
},
"location5": {
"description": "Story: formAlliance",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location6"
},
"media": [],
"developernotes": []
},
"location6": {
"description": "Story: makeDecision",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location7"
},
"media": [],
"developernotes": []
},
"location7": {
"description": "Story: exploreLocation",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location8"
},
"media": [],
"developernotes": []
},
"location8": {
"description": "UI - World Map",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location9"
},
"media": [],
"developernotes": []
},
"location9": {
"description": "UI - Crafting Recipe List",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location10"
},
"media": [],
"developernotes": []
},
"location10": {
"description": "Story: faceChallenge",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location11"
},
"media": [],
"developernotes": []
},
"location11": {
"description": "Story: experienceSetback",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location12"
},
"media": [],
"developernotes": []
},
"location12": {
"description": "UI - Skill Path Highlight",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location13"
},
"media": [],
"developernotes": []
},
"location13": {
"description": "Story: makeDiscovery",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location14"
},
"media": [],
"developernotes": []
},
"location14": {
"description": "UI - System Messages",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location15"
},
"media": [],
"developernotes": []
},
"location15": {
"description": "Story: meetCharacter",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location16"
},
"media": [],
"developernotes": []
},
"location16": {
"description": "Story: engageBattle",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location17"
},
"media": [],
"developernotes": []
},
"location17": {
"description": "Story: unlockAbility",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location18"
},
"media": [],
"developernotes": []
},
"location18": {
"description": "UI - Quest Status Indicators",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location19"
},
"media": [],
"developernotes": []
},
"location19": {
"description": "UI - Mini-Map",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location20"
},
"media": [],
"developernotes": []
},
"location20": {
"description": "UI - Quick Equip Slots",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "end"
},
"media": [],
"developernotes": []
},
"end": {
"description": "The adventure ends here.",
"choices": [
"restart"
],
"transitions": {
"restart": "location1"
}
}
}
}
```
### Outputof1stSimpleStructurePrompt
```
{
"masterlocation1": {
"location1": {
"description": "UI - Character Model Viewer: The hero prepares for the journey.",
"events": ["intro"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": ["hero_model"],
"developernotes": ["Introduce the hero."]
},
"location2": {
"description": "UI - Crafting Progress Bar: The hero crafts essential tools.",
"events": ["craftItem"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location3"
},
"media": ["crafting_ui"],
"developernotes": ["Player learns crafting."]
},
"location3": {
"description": "UI - Scoreboard: The hero reflects on previous challenges.",
"events": ["reflect"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location4"
},
"media": ["scoreboard"],
"developernotes": ["Introduce past successes and failures."]
},
"location4": {
"description": "Story: Overcome the loss of an ally during a surprise attack.",
"events": ["overcomeLoss"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location5"
},
"media": ["battle_scene"],
"developernotes": ["Set up stakes with personal loss."]
},
"location5": {
"description": "Story: Form an alliance with unlikely allies.",
"events": ["formAlliance"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location6"
},
"media": ["alliance_image"],
"developernotes": ["Highlight camaraderie."]
},
"location6": {
"description": "Story: Make a critical decision about pursuing the villain.",
"events": ["makeDecision"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location7"
},
"media": ["decision_ui"],
"developernotes": ["Player chooses pursuit strategy."]
},
"location7": {
"description": "Story: Explore the villain�s hideout for clues.",
"events": ["exploreLocation"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location8"
},
"media": ["hideout_map"],
"developernotes": ["Introduce villain�s presence."]
},
"location8": {
"description": "UI - World Map: The path to confront the villain is charted.",
"events": ["chartPath"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location9"
},
"media": ["world_map"],
"developernotes": ["Provide player overview."]
},
"location9": {
"description": "UI - Crafting Recipe List: Finalize preparations for battle.",
"events": ["prepareGear"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location10"
},
"media": ["recipes_ui"],
"developernotes": ["Final crafting before the climax."]
},
"location10": {
"description": "Story: Face the villain�s henchmen in a challenging fight.",
"events": ["faceChallenge"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location11"
},
"media": ["battle_ui"],
"developernotes": ["Player engages in combat."]
},
"location11": {
"description": "Story: Experience a setback as the villain escapes.",
"events": ["experienceSetback"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location12"
},
"media": ["setback_ui"],
"developernotes": ["Raise tension and stakes."]
},
"location12": {
"description": "UI - Skill Path Highlight: Unlock a hidden ability to counter the villain.",
"events": ["unlockAbility"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location13"
},
"media": ["skill_ui"],
"developernotes": ["Introduce player growth."]
},
"location13": {
"description": "Story: Discover a critical weakness in the villain�s plan.",
"events": ["makeDiscovery"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location14"
},
"media": ["discovery_scene"],
"developernotes": ["Hint at victory."]
},
"location14": {
"description": "UI - System Messages: Allies send reinforcements.",
"events": ["callReinforcements"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location15"
},
"media": ["system_ui"],
"developernotes": ["Build momentum for final battle."]
},
"location15": {
"description": "Story: Confront the villain in their lair.",
"events": ["meetCharacter", "engageBattle"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_location16"
},
"media": ["final_battle"],
"developernotes": ["Player confronts villain."]
},
"location16": {
"description": "Story: Defeat the villain and see their crimes revealed.",
"events": ["revealTruth", "punishVillain"],
"choices": ["continue"],
"transitions": {
"continue": "masterlocation1_end"
},
"media": ["villain_defeat"],
"developernotes": ["Resolution of story."]
},
"end": {
"description": "The villain gets their comeuppance and is punished for their crimes. Justice is served.",
"choices": ["restart"],
"transitions": {
"restart": "masterlocation1_location1"
},
"media": ["justice_scene"],
"developernotes": ["Satisfying conclusion."]
}
}
}
```
---
## More Robust - Example Workflow
### MoreRobustTimeline1stPrompt
```
Please integrate this story into the format below -
Story info -
--- PASTE More Robust JSON here ---
Format Info -
JSON format = Please use the below config as a template to write a story in config format (dont use the template values like masterlocation1):
{
"masterlocation1": {
"location1": {
"description": "UI - Experience Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
Loading Code (Dont make media for now) (Avoid Syntax errors when writing the config so the parser loads it) =
Main error to avoid = Error loading custom configuration: too many values to unpack (expected 2)
class GameSession:
def __init__(self, starting_location='village', starting_state='start'):
self.player = Player()
self.current_location = starting_location
self.current_state = starting_state
self.game_log = []
def make_choice(self, choice_index):
state = all_states[self.current_location][self.current_state]
if 0 <= choice_index < len(state['choices']):
choice = state['choices'][choice_index]
next_state = state['transitions'][choice]
self.game_log.append(f"You chose: {choice}")
self.game_log.append(state['description'])
if 'consequences' in state and choice in state['consequences']:
if state['consequences'][choice]:
state['consequences'][choice](self.player)
else:
# Handle empty consequence, e.g., log a message or provide a default action
print(f"No consequence for choice: {choice}")
# You can add any default action here if needed
if '_' in next_state:
self.current_location, self.current_state = next_state.split('_')
else:
self.current_state = next_state
return self.get_current_state_info()
else:
return "Invalid choice. Please try again."
def get_current_state_info(self):
state = all_states[self.current_location][self.current_state]
choices = [f"{idx + 1}. {choice}" for idx, choice in enumerate(state['choices'])]
return state['description'], choices, "
".join(self.game_log)
def get_current_state_media(self):
media = all_states[self.current_location][self.current_state]['media']
return media
```
### Outputof1stMoreRobustJSONcreator
```
{
"steps": [
{
"step_number": 1,
"location": "The Fiery Caverns Beneath a Sleeping Volcano",
"characters": [
"Orin",
"Voss"
],
"interpersonal_event": "They part on bitter terms, trust erodes further",
"relationship_change": -2,
"modification_to_move_forward": "Resolve a longstanding family feud",
"third_party_role": "A beggar listening quietly in the shadows",
"narrative_text": "Step 1: In The Fiery Caverns Beneath a Sleeping Volcano, Orin and Voss experience the following: They part on bitter terms, trust erodes further. Observing from the sidelines: A beggar listening quietly in the shadows. They then proceed to: Resolve a longstanding family feud."
},
{
"step_number": 2,
"location": "A Haunted Marsh Shrouded in Fog",
"characters": [
"Orin",
"Voss"
],
"interpersonal_event": "A surprising confession that changes everything",
"relationship_change": 1,
"modification_to_move_forward": "Recover from a crippling setback",
"third_party_role": "A beggar listening quietly in the shadows",
"narrative_text": "Step 2: In A Haunted Marsh Shrouded in Fog, Orin and Voss experience the following: A surprising confession that changes everything. Observing from the sidelines: A beggar listening quietly in the shadows. They then proceed to: Recover from a crippling setback."
},
{
"step_number": 3,
"location": "A Remote Mountain Village",
"characters": [
"Tali",
"Voss"
],
"interpersonal_event": "They forge a temporary alliance for mutual gain",
"relationship_change": 1,
"modification_to_move_forward": "Escape a dangerous situation unscathed",
"third_party_role": "A curious child fascinated by adventurers",
"narrative_text": "Step 3: In A Remote Mountain Village, Tali and Voss experience the following: They forge a temporary alliance for mutual gain. Observing from the sidelines: A curious child fascinated by adventurers. They then proceed to: Escape a dangerous situation unscathed."
},
{
"step_number": 4,
"location": "The Secret Hideout Beneath a Ruined Fort",
"characters": [
"Nyx",
"Orin"
],
"interpersonal_event": "They forge a temporary alliance for mutual gain",
"relationship_change": 1,
"modification_to_move_forward": "Acquire a powerful ancient artifact",
"third_party_role": "An inquisitive guard, always seeking the truth",
"narrative_text": "Step 4: In The Secret Hideout Beneath a Ruined Fort, Nyx and Orin experience the following: They forge a temporary alliance for mutual gain. Observing from the sidelines: An inquisitive guard, always seeking the truth. They then proceed to: Acquire a powerful ancient artifact."
},
{
"step_number": 5,
"location": "The Fiery Caverns Beneath a Sleeping Volcano",
"characters": [
"Orin",
"Tali"
],
"interpersonal_event": "They forge a temporary alliance for mutual gain",
"relationship_change": 1,
"modification_to_move_forward": "Resolve a longstanding family feud",
"third_party_role": "A local gossip eager to spread rumors",
"narrative_text": "Step 5: In The Fiery Caverns Beneath a Sleeping Volcano, Orin and Tali experience the following: They forge a temporary alliance for mutual gain. Observing from the sidelines: A local gossip eager to spread rumors. They then proceed to: Resolve a longstanding family feud."
}
],
"relationships": {
"Orin|Voss": -1,
"Tali|Voss": 1,
"Nyx|Orin": 1,
"Orin|Tali": 1
},
"chosen_ending": "A New Era Dawns with Cautious Hope"
}
```
### Outputof1stMoreRobustPrompt
```
{
"FieryCaverns": {
"step1": {
"description": "Step 1: In The Fiery Caverns Beneath a Sleeping Volcano, Orin and Voss experience the following: They part on bitter terms, trust erodes further. Observing from the sidelines: A beggar listening quietly in the shadows. They then proceed to: Resolve a longstanding family feud.",
"events": [
{
"characters": ["Orin", "Voss"],
"interpersonal_event": "They part on bitter terms, trust erodes further",
"relationship_change": -2
},
{
"third_party_role": "A beggar listening quietly in the shadows"
}
],
"choices": [
"continue"
],
"transitions": {
"continue": "HauntedMarsh_step2"
},
"media": [],
"developernotes": [
"modification_to_move_forward: Resolve a longstanding family feud"
]
},
"step5": {
"description": "Step 5: In The Fiery Caverns Beneath a Sleeping Volcano, Orin and Tali experience the following: They forge a temporary alliance for mutual gain. Observing from the sidelines: A local gossip eager to spread rumors. They then proceed to: Resolve a longstanding family feud.",
"events": [
{
"characters": ["Orin", "Tali"],
"interpersonal_event": "They forge a temporary alliance for mutual gain",
"relationship_change": 1
},
{
"third_party_role": "A local gossip eager to spread rumors"
}
],
"choices": [
"continue"
],
"transitions": {
"continue": "Ending_final"
},
"media": [],
"developernotes": [
"modification_to_move_forward: Resolve a longstanding family feud"
]
}
},
"HauntedMarsh": {
"step2": {
"description": "Step 2: In A Haunted Marsh Shrouded in Fog, Orin and Voss experience the following: A surprising confession that changes everything. Observing from the sidelines: A beggar listening quietly in the shadows. They then proceed to: Recover from a crippling setback.",
"events": [
{
"characters": ["Orin", "Voss"],
"interpersonal_event": "A surprising confession that changes everything",
"relationship_change": 1
},
{
"third_party_role": "A beggar listening quietly in the shadows"
}
],
"choices": [
"continue"
],
"transitions": {
"continue": "RemoteMountainVillage_step3"
},
"media": [],
"developernotes": [
"modification_to_move_forward: Recover from a crippling setback"
]
}
},
"RemoteMountainVillage": {
"step3": {
"description": "Step 3: In A Remote Mountain Village, Tali and Voss experience the following: They forge a temporary alliance for mutual gain. Observing from the sidelines: A curious child fascinated by adventurers. They then proceed to: Escape a dangerous situation unscathed.",
"events": [
{
"characters": ["Tali", "Voss"],
"interpersonal_event": "They forge a temporary alliance for mutual gain",
"relationship_change": 1
},
{
"third_party_role": "A curious child fascinated by adventurers"
}
],
"choices": [
"continue"
],
"transitions": {
"continue": "SecretHideout_step4"
},
"media": [],
"developernotes": [
"modification_to_move_forward: Escape a dangerous situation unscathed"
]
}
},
"SecretHideout": {
"step4": {
"description": "Step 4: In The Secret Hideout Beneath a Ruined Fort, Nyx and Orin experience the following: They forge a temporary alliance for mutual gain. Observing from the sidelines: An inquisitive guard, always seeking the truth. They then proceed to: Acquire a powerful ancient artifact.",
"events": [
{
"characters": ["Nyx", "Orin"],
"interpersonal_event": "They forge a temporary alliance for mutual gain",
"relationship_change": 1
},
{
"third_party_role": "An inquisitive guard, always seeking the truth"
}
],
"choices": [
"continue"
],
"transitions": {
"continue": "FieryCaverns_step5"
},
"media": [],
"developernotes": [
"modification_to_move_forward: Acquire a powerful ancient artifact"
]
}
},
"Ending": {
"final": {
"description": "A New Era Dawns with Cautious Hope",
"events": [],
"choices": [],
"transitions": {},
"media": [],
"developernotes": [
"Final relationships:",
"Orin|Voss = -1",
"Tali|Voss = 1",
"Nyx|Orin = 1",
"Orin|Tali = 1"
]
}
}
}
```
### OutputMoreRobustTimeline2ndPrompt
```
Here are some ideas and best practices for making your story more believable and immersive�and then weaving in meaningful, player-driven activities at each location:
---
## 1. Deepen Character Motivations
1. **Flesh Out Personal Motivations**
- Each major character (Orin, Voss, Tali, Nyx) should have something they stand to gain or lose at each location. For instance, maybe Voss is haunted by a personal failure at the Haunted Marsh, so a �surprising confession� ties directly into that trauma.
- Even side characters (like the beggar, gossip, inquisitive guard, etc.) can have small yet relevant reasons for being present that feed into the world�s coherence.
2. **Connect Past Conflicts and Future Goals**
- Orin and Voss already have deteriorating trust after the fiery caverns. Show how that tension carries over into the Marsh. Maybe they speak in half-truths or withhold critical information to avoid vulnerability.
- Tali may be traveling for a personal quest, such as searching for missing siblings. If that �family feud� is relevant, it can appear in subtle ways (e.g., she overhears gossip or sees a crest in the Hideout that ties to her clan).
---
## 2. Align Environment and Events
1. **Location-Specific Challenges**
- **Fiery Caverns Beneath a Sleeping Volcano**: Extreme heat, magma flows, or trembling ground force characters to make quick decisions or reveal their personalities in high-stress situations. This environment itself can be the cause of tension or unity.
- **Haunted Marsh Shrouded in Fog**: Low visibility or ghostly apparitions can cause paranoia, spurring confessions or alliances. Perhaps the Marsh is known for revealing illusions of a character�s past regrets, fueling pivotal story revelations.
2. **Tie Plot to the Location�s Lore**
- When you say �they must recover from a crippling setback� in a Marsh, maybe the Marsh�s local legend is about lost travelers or a hidden cure. This gives the story event a narrative reason for happening *there*.
- If the Ruined Fort has rumors about a powerful artifact, it justifies why Nyx and Orin would forge an alliance to seek it in that very place.
---
## 3. Interweave Third-Party Roles and Consequences
1. **Third-Party Observers With Agency**
- A beggar who is �quietly listening� might later use that overheard information for blackmail or might warn someone else of the characters� plans. Don�t let them vanish without consequence.
- The �curious child� in the village might become an unexpected messenger, revealing the party�s presence to foes or letting them in on a local secret.
2. **NPC Network**
- Give each onlooker or side character a small web of connections to the main cast or the environment. This maintains continuity and a sense that the world reacts to the player�s/characters� actions.
---
## 4. Introduce Player Agency in Each Location
Right now, the story steps are fairly linear. You can expand player options by designing activities that support or contrast the main narrative:
1. **Side Quests / Sub-Activities**
- **Fiery Caverns**:
- **Gather Rare Materials**: The player can explore small side tunnels to collect rare volcanic crystals for trading or forging. This quest can reveal more about Orin�s or Tali�s resourcefulness and the region�s culture.
- **Assist the Beggar**: The beggar might offer a cryptic tip in exchange for help finding safer passage.
- **Haunted Marsh**:
- **Marsh Trials**: Fog-based illusions make the player confront personal regrets, which might tie into Orin�s or Voss�s confessions.
- **Local Fishing or Foraging**: A �calm moment� to gather supplies or unique Marsh reagents�this can enhance survival elements and make the world feel alive.
2. **Dialogue Choices**
- During each �interpersonal event,� let the player influence how a conversation unfolds. This can alter relationship changes or immediate next steps (e.g., does Orin soften a bit after hearing Voss�s confession, or does he hold onto anger?).
3. **Location-Specific Challenges**
- **Environmental Hazards**: Heat exhaustion, sinkholes, hidden traps in ruins�these can become small gameplay loops that reinforce the location�s identity.
- **Stealth vs. Direct Confrontation**: If you have an inquisitive guard, does the player try to sneak past, or talk their way through? Each approach might yield different consequences.
---
## 5. Reinforce Relationship Dynamics with Gameplay
1. **Team-Based Obstacles**
- Create puzzles or battles that require the skills or trust of both characters involved. For example, Orin�s knowledge of ancient scripts plus Voss�s brute strength might be needed to open a hidden door. If trust is low, they might fail or argue, changing the outcome.
2. **Branching Relationship Arcs**
- If the relationship meter (e.g., Orin|Voss = -1) goes too low, maybe they fight at inopportune times or sabotage each other. If it climbs high, they might protect each other from certain traps.
- This ensures that relationship changes do more than just appear on a stat screen�they alter the game�s path or difficulty in certain areas.
---
## 6. Maintain Cohesive Narrative Flow
1. **Chekhov�s Gun Principle**
- If something is mentioned (like a �longstanding family feud� or a �powerful ancient artifact�), make sure it shows up again in a meaningful way, paying it off narratively.
- For example, mention early on that the feud might lead to someone betraying the group, then pay it off by having that tension climax at the final location.
2. **Ephemeral Continuity**
- Each step influences the next. If Orin left Voss behind in the Marsh, maybe Voss arrives late in the next location with a new grudge or a new ally. That sense of cause and effect keeps the world believable.
---
## 7. Example Outline: Adding Depth and Activities
Here�s a more fleshed-out partial example focusing on the **Haunted Marsh**:
- **HauntedMarsh: step2**
- **Description**: Orin and Voss must travel through the fog-enshrouded bog to reach a crucial relic rumored to cleanse curses.
- **Events**:
- �A surprising confession that changes everything� could be spurred by illusions dredging up guilt.
- **Side Quests**:
1. **Warding Lantern**: A local hermit begs for help collecting phosphorescent mushrooms to craft a lantern that repels marsh spirits. This ties to the environment and helps players survive.
2. **Marsh Oracle**: The beggar might actually be a visionary who offers cryptic advice if the players bring them a rare �Marsh Lily.�
- **Relationship Mechanics**:
- If Orin is suspicious of Voss, let that seep into how they approach illusions (e.g., Orin might see illusions of Voss betraying him). A dialogue choice can let players choose to trust or deny those illusions.
- **Transitions**: Possibly branch out (stay to do side quests or push on immediately) but eventually funnel back to the next big location.
---
## Final Thoughts
- **Build each location so it reflects (1) the story�s history and (2) the characters� personal arcs.**
- **Embed meaningful player actions** that reveal backstory, test alliances, and provide tangible rewards or punishments (equipment, local standing, new information).
- Keep track of relationship metrics **and** how each story beat impacts them, ensuring the effects show up in dialogue, choices, and gameplay consequences.
By following these steps, you�ll create a more cohesive, believable world where the **story, characters, and gameplay** are closely interwoven�enhancing the player�s sense of agency and immersion.
```
---
## Ending Ideas and Conflict Concepts
### sterotypicalstoryendings
```
Here are 30 stereotypical story endings:
1. The hero rides off into the sunset with their loved one.
2. The villain gets their comeuppance and is punished for their crimes.
3. The protagonist finds a long-lost treasure or inheritance.
4. The underdog team wins the championship game.
5. The main character learns a valuable lesson about the importance of friendship and family.
6. The hero sacrifices themselves to save the world.
7. The couple gets married and lives happily ever after.
8. The villain is revealed to be a long-lost relative or friend.
9. The protagonist discovers a hidden talent or skill.
10. The world is saved from an alien invasion.
11. The hero and villain engage in an epic battle, with the hero emerging victorious.
12. The main character returns home after a long journey, wiser and more experienced.
13. The underdog achieves their dream despite the odds being against them.
14. The story ends with a cliffhanger, setting up a sequel.
15. The hero's secret identity is revealed to the public.
16. The couple reunites after a long separation.
17. The protagonist discovers a conspiracy that threatens the world.
18. The villain's backstory is revealed, explaining their motivations.
19. The hero must make a difficult choice between two desirable outcomes.
20. The story concludes with a sense of closure and new beginnings.
21. The protagonist's journey is revealed to be a dream or simulation.
22. The hero and villain team up to take down a greater threat.
23. The main character finds redemption for past mistakes.
24. The story ends with a twist, revealing a surprise traitor or unexpected outcome.
25. The hero's loved one is rescued from captivity.
26. The protagonist achieves a long-sought goal, but at great personal cost.
27. The world is rebuilt after a catastrophic event.
28. The hero must confront their own dark past or inner demons.
29. The story concludes with a sense of hope and renewal.
30. The protagonist discovers a hidden prophecy or destiny that they must fulfill.
These are just a few examples of stereotypical story endings. Many stories subvert or play with these tropes, and there are countless other ways to conclude a narrative.
```
### InterpersonalConflictIdeasBetraylacksympathyunfairexpectations
```
Confide a deeply personal secret in a friend who immediately gossips about it.
Promise a neighbor to water their plants, then forget completely and deny responsibility.
Ignore a roommate's obvious distress when they lose their job.
Cancel a friend's invitation at the last minute with no explanation, expecting them to be fine with it.
Blame a colleague for missing a deadline without giving them the information they requested.
Borrow an expensive item from a friend, then return it damaged and refuse to pay for repairs.
Dismiss a sibling's request for emotional support, insisting "it's not a big deal."
Interrupt every time a friend tries to share good news, redirecting the conversation to your own achievements.
Overlook a loved one's birthday after they meticulously planned yours.
Ridicule a coworker's ideas in a meeting, yet count on their help afterward without apology.
Demand a partner sacrifice their free time for your projects but never offer to help with theirs.
Confront a friend about their small oversight but refuse to hear them out when they raise your mistakes.
Lose a close friend's trust by revealing a secret you promised to keep, then acting as though nothing happened.
Dismiss a teammate's contributions as trivial, only to claim credit if they succeed.
Invite a friend to a group event, then ignore them all evening.
Ask a coworker to cover for you repeatedly while you take extended breaks, offering no reciprocation.
Invalidate a family member's feelings by calling them "too sensitive" whenever they express sadness.
Exaggerate your role in a group project to get all the praise, overlooking everyone else's input.
Refuse to accommodate an employee's request for flexible hours but expect them to work late for your convenience.
Criticize a friend for not showing up to your party, even though they were caring for a sick relative.
Pressure a partner to spend money on your hobbies, then complain if they question the budget.
Downplay a child's accomplishment, making them feel insignificant, and then wonder why they're unenthusiastic later.
Repeat a rumor about a friend's personal life, shrugging it off as "harmless talk."
Persuade a colleague to take a risky approach, then blame them if it goes wrong.
Shut down someone's request for help with a project, saying "figure it out," while you rely on them for your tasks.
Lecture a friend about their choices without listening to their perspective, then wonder why they stop confiding in you.
Overstate the ease of a challenging task to a junior teammate, then criticize their performance when they struggle.
Downplay the effort a partner puts into daily chores, assuming they do "nothing all day."
Dodge responsibility for a shared error by pinning blame on a less influential teammate.
Arrange a high-stakes meeting and expect your subordinates to do all the prep without notice or support.
Reject a neighbor's plea for help fixing something, yet ask them to collect your mail every time you travel.
Neglect a friend's boundaries by repeatedly forcing them into uncomfortable social situations.
Publicize a colleague's personal struggles on social media for likes and sympathy points.
Interrupt a spouse's heartfelt apology to complain about your day, ignoring their sincere regret.
Ostracize a former friend for one minor mistake, never allowing them a chance to explain or make amends.
Devalue a friend's emotions by saying, "Just get over it," whenever they talk about something painful.
Push a team member to work overtime with no compensation, acting like it's a normal expectation.
Gossip about a friend who confided in you, then tell them you had no choice.
Force a coworker to share personal details at an office event, even though they repeatedly decline.
Accuse a loved one of being selfish simply because they took time for self-care.
Refuse to celebrate a friend's success because it "overshadows" your own achievements.
Demand that an introverted family member attend every social gathering, ignoring their comfort level.
Subtly bully a peer into helping with your tasks by saying you'll "remember this favor," implying future consequences.
Coerce a friend to defend you in an argument even when you know you're in the wrong.
Deny your child's request for basic emotional support, telling them they're "too dramatic."
Guilt-trip a sibling into giving up their personal time because "family obligations come first."
Promise a big reward to a classmate for doing extra group project work, then conveniently forget your end of the bargain.
Exploit a friend's kindness by constantly borrowing money without paying it back.
Discount a partner's illness as "not that serious," insisting they still handle household chores.
Walk away from someone in tears, believing they just "need to toughen up."
```
---
## Concept Brainstorm Ideas
### TimeRelatedConceptsForIdeaGeneration
```
Sonnet 3.5
Let's explore some other ways we can conceptualize time tangibly for storytelling purposes:
Time as a Currency:
Imagine a world where time itself is a tradable resource. People can buy, sell, or exchange units of time.
Time as a Landscape:
Time could be visualized as a physical terrain that characters can traverse, with different eras represented by distinct geographical features.
Time as a Library:
Similar to the warehouse concept, but each moment in time is a book that can be read, written, or edited.
Time as a Network:
Envision time as an interconnected web of nodes, where each node represents an event or moment that can be accessed non-linearly.
Time as a Crafting Material:
In this concept, time could be molded, shaped, or combined like clay to create new realities or alter existing ones.
Time as a Ecosystem:
Here, different time periods interact like species in an ecosystem, with cause-and-effect relationships spanning across eras.
Time as a Computer Program:
Time could be seen as a vast codebase, where altering a line of code in the past changes the program's output in the future.
Time as a Painting:
Imagine time as a giant canvas where past, present, and future are all visible simultaneously, and characters can step into different parts of the painting.
Time as a Puzzle:
Each moment in time is a puzzle piece that can be rearranged to create different realities or outcomes.
Time as a Musical Composition:
Different time periods are like instruments in an orchestra, and changing the past is like altering the score, creating ripple effects through the entire composition.
Investing (as you mentioned):
Go back in time to invest in successful companies early
Preview future market trends
Law (as you mentioned):
Go back in time to gather evidence or witness events firsthand
Preview potential outcomes of different legal strategies
Science (as you mentioned):
Go to the future to see long-term experimental results
Observe long-term environmental changes
Medicine:
Travel to the future to see long-term effects of treatments
Go back in time to prevent diseases before they start
Archaeology:
Travel to the past to directly observe historical events
Verify theories about ancient civilizations
Journalism:
Witness and report on historical events firsthand
Preview future events to prepare in-depth coverage
Environmental Conservation:
Go to the future to see the impacts of current policies
Travel to the past to preserve extinct species
Engineering:
Test structures over centuries in a matter of days
Go back in time to prevent disasters by fixing design flaws
Agriculture:
Observe full growth cycles of crops in an instant
Travel to the future to develop crops resistant to future climate conditions
Criminal Investigation:
Witness crimes as they happen in the past
Prevent crimes by foreseeing them in the future
Art Restoration:
Go back in time to see artwork in its original state
Travel to the future to see how current restoration techniques hold up
Education:
Take students on field trips to historical events
Preview future job markets to tailor current curricula
Disaster Management:
Go back in time to implement better preventive measures
Travel to the future to assess long-term impacts of disasters
Politics:
See the long-term effects of policies instantly
Go back in time to prevent international conflicts
Sports Coaching:
Observe an athlete's entire career to optimize training from the start
Preview future competitions to develop winning strategies
From this exercise, we can see some common themes emerging:
Verification of past events or theories
Prevention of negative outcomes
Optimization of current processes
Long-term impact assessment
Preparation for future events
This table outlines potential risk elements and game ideas for each of the themes we identified. Let's discuss these in more detail:
Verification of past events:
Risk: The butterfly effect. Even small interactions in the past could dramatically alter the present.
Game Idea: Players could be historians or detectives, tasked with observing past events to solve present-day mysteries. The challenge is to gather information without interfering with the past.
Prevention of negative outcomes:
Risk: Unintended consequences. Preventing one disaster might lead to an even worse one.
Game Idea: Players manage multiple timelines, trying to create the best overall outcome. They must balance preventing catastrophes in one timeline against potential negative impacts in others.
Optimization of current processes:
Risk: Over-optimization leading to system collapse.
Game Idea: Players could manage a company or even a country, tweaking past decisions to improve the present. However, pushing too hard for efficiency or profit could lead to unforeseen problems or total collapse.
Long-term impact assessment:
Risk: Increasing uncertainty and danger the further into the future you go.
Game Idea: Players explore future timelines to gather data, but risk getting trapped in increasingly divergent and potentially hostile futures. The challenge is to gather enough information without going so far that you can't return.
Preparation for future events:
Risk: Self-fulfilling prophecies. Preparing for a predicted future might be what causes it to happen.
Game Idea: Players navigate through potential futures, trying to prepare for or prevent them without inadvertently causing them. The game could involve complex cause-and-effect chains where players must carefully consider the implications of their actions.
To further develop these into game concepts, we could consider:
Resource management: Time itself could be a limited resource that players must manage carefully.
Paradox potential: Create tension by introducing the risk of paradoxes that could erase the player from existence.
Competing factions: Introduce other time travelers with different agendas, creating conflict and competition.
Technological limitations: Time travel devices could have cooldown periods, limited charges, or other restrictions that force strategic use.
Ethical dilemmas: Present players with morally ambiguous choices that have far-reaching consequences across time.
```
### Nonlinearprogressionideas
```
Llama 405B
Non-linear storytelling involves presenting events out of chronological order. This technique can be used in literature, film, and other forms of narrative to create suspense, surprise, or to highlight certain themes or character developments. Here are some common examples of non-linear storytelling events:
1. Flashbacks: These are scenes that take the story back in time, often used to explain a character's past or to provide context for the current situation.
2. Flashforwards: Similar to flashbacks, but these scenes take the story forward in time, often used to create suspense or to show the consequences of current actions.
3. Parallel storylines: This involves telling multiple stories that happen at the same time but are presented in a non-linear fashion, often intersecting or influencing each other at certain points.
4. Reverse chronology: The story is presented in reverse order, starting with the conclusion and moving backward in time.
5. Non-chronological chapters or scenes: The story is presented in a non-linear order, with each chapter or scene taking place at a different point in time.
6. Time loops: A character relives the same period of time repeatedly, often with slight variations.
7. Unreliable narrators: The narrator withholds or distorts information, leading to a non-linear presentation of events.
8. Dream sequences: The story jumps into a character's dreams or imagination, which can be presented in a non-linear fashion.
These are just a few examples of non-linear storytelling events. The possibilities are endless, and the technique can be adapted to fit the needs of the story and the creativity of the storyteller.
```
### Adjectivebasedcombinationideatexts
```
For control over the flow of the game first need to solve chicken egg of story vs json then for each concept to mixed need to do the same.
Gemini-test (23/07/2023)
The kind of analysis you're describing, where you're looking for shared qualities and connections between seemingly disparate concepts like storytelling and JSON, can be referred to by several terms, depending on the specific focus and context:
General Terms:
Comparative Analysis: This is a broad term that encompasses any analysis where you're comparing and contrasting two or more things.
Analogical Reasoning: This involves identifying similarities between two things and using those similarities to understand or explain one in terms of the other.
Conceptual Blending: This refers to the cognitive process of combining different concepts to create new meanings or understandings.
Interdisciplinary Thinking: This involves drawing connections and insights from different fields of knowledge.
More Specific Terms (depending on the goal):
Metaphorical Analysis: If you're focusing on the metaphorical connections between the concepts, this term would be appropriate.
Cross-Domain Mapping: This term is often used in cognitive science and artificial intelligence to describe the process of finding correspondences between different domains of knowledge.
Design Thinking: If your goal is to use these insights to create something new or solve a problem, this term might be relevant.
In the context of your specific example (storytelling and JSON):
You could describe this analysis as:
Finding Shared Principles of Effective Communication: Both storytelling and JSON are ultimately about conveying information effectively.
Exploring the Art of Structure and Organization: Both storytelling and JSON rely on clear structure and organization to achieve their respective goals.
Bridging the Gap Between Narrative and Data: This analysis highlights the unexpected connections between the seemingly disparate worlds of storytelling and data representation.
To further refine your search for resources and methods, consider these questions:
What is your ultimate goal in merging these concepts? Are you trying to understand one better through the lens of the other? Are you trying to create something new?
What specific aspects of each concept are you most interested in comparing? Are you focusing on structure, clarity, engagement, or something else?
By clarifying your goals and focusing your analysis, you can more effectively leverage these different approaches and find the most relevant resources to guide your exploration.
```
### Adjectivebasedcombinationideatextsv2
```
Nemotron 4 340B Perplexity Labs
Original Prompt
Please help me. If I want to merge the idea of a bakery with the plot of star wars I need to find points where they match and dont match. I decided to use adjectives as a proxy so the combinatorics is initiated by close adjectives to generate seeds for combination ideas that we can send to an llm for each seed. How would this look in mermaid
Mermaid Struxture
The workflow or process you've described can be generally categorized as a "concept blending" or "idea fusion" approach, which involves combining elements from two or more distinct concepts to generate new ideas. In your specific case, you're using adjectives as a proxy to facilitate the blending of a bakery concept with the plot of Star Wars. This process can also be considered a form of "creative problem-solving" or "design thinking," where you're systematically exploring and combining elements to generate innovative solutions or ideas.
More specifically, the steps in your workflow can be broken down into the following stages:
Concept Identification: Identifying the two distinct concepts (bakery and Star Wars) to be blended.
Attribute Extraction: Extracting relevant attributes (adjectives) from each concept.
Combinatorics: Systematically combining the attributes from both concepts to generate new combinations.
Seed Idea Generation: Translating the combined attributes into seed ideas that merge the two concepts.
LLM Processing: Utilizing a Large Language Model (LLM) to further develop and refine the seed ideas into more detailed and cohesive concepts.
This workflow can be applied to various creative problem-solving scenarios, not just limited to the bakery and Star Wars example
Indeed, design can be viewed as a search algorithm, where you explore a vast space of possibilities to find optimal or innovative solutions. Here's how you can apply this idea to five more scenarios:
Merging a Library with a Music Festival
Concept Identification: Library and Music Festival
Attribute Extraction: Quiet, Knowledgeable, Organized (Library) vs. Loud, Energetic, Creative (Music Festival)
Combinatorics: Quiet Creative Spaces, Knowledgeable Music Workshops, Organized Jam Sessions
Seed Idea Generation: Silent Disco Library, Music Theory Workshops, Collaborative Songwriting Sessions
LLM Processing: Develop detailed event plans, marketing materials, and logistical considerations
Blending a Fitness Center with a Video Game Arcade
Concept Identification: Fitness Center and Video Game Arcade
Attribute Extraction: Active, Healthy, Competitive (Fitness Center) vs. Interactive, Fun, Social (Video Game Arcade)
Combinatorics: Active Interactive Games, Healthy Fun Challenges, Competitive Social Workouts
Seed Idea Generation: Exergaming Stations, Virtual Reality Fitness Challenges, Multiplayer Workout Games
LLM Processing: Create game concepts, rules, and scoring systems, as well as marketing and branding strategies
Fusing a Vegan Restaurant with a Science Museum
Concept Identification: Vegan Restaurant and Science Museum
Attribute Extraction: Plant-Based, Sustainable, Healthy (Vegan Restaurant) vs. Educational, Interactive, Innovative (Science Museum)
Combinatorics: Plant-Based Interactive Exhibits, Sustainable Educational Dining, Healthy Innovative Cuisine
Seed Idea Generation: Edible Plant Exhibits, Cooking Classes with a Scientific Twist, Molecular Gastronomy Menu
LLM Processing: Develop exhibit designs, class curricula, and menu items, as well as marketing and branding strategies
Combining a Co-working Space with a Pet Store
Concept Identification: Co-working Space and Pet Store
Attribute Extraction: Collaborative, Productive, Professional (Co-working Space) vs. Friendly, Playful, Nurturing (Pet Store)
Combinatorics: Collaborative Pet-Friendly Spaces, Productive Play Areas, Professional Pet Care Services
Seed Idea Generation: Pet-Friendly Co-working Desks, On-site Pet Daycare, Pet-themed Networking Events
LLM Processing: Create space layouts, pet care service offerings, and event plans, as well as marketing and branding strategies
Integrating a Fashion Boutique with an Art Gallery
Concept Identification: Fashion Boutique and Art Gallery
Attribute Extraction: Stylish, Trendy, Creative (Fashion Boutique) vs. Artistic, Thought-provoking, Inspirational (Art Gallery)
Combinatorics: Stylish Artistic Installations, Trendy Thought-provoking Fashion, Creative Inspirational Clothing
Seed Idea Generation: Art-inspired Fashion Collections, Interactive Fashion Exhibits, Artist-designed Clothing Lines
LLM Processing: Develop fashion collection concepts, exhibit designs, and artist collaborations, as well as marketing and branding strategies
```
---
## Workflow Stage Prompts
### WFStage1prompt
```
Use this to write a story and explain how it represents the structure -
graph TD
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- A1
H1 -.- A2
H1 -.- A3
H1 -.- A4
H2 -.- A1
H2 -.- A2
H2 -.- A3
H2 -.- A4
H3 -.- A1
H3 -.- A2
H3 -.- A3
H3 -.- A4
H4 -.- A1
H4 -.- A2
H4 -.- A3
H4 -.- A4
```
### TimeRelatedMermaidStoryAttempttoRefinefrom (5 examples)
#### Example 1
```
gpt-4o
Once upon a time in a land where time flowed like a river with hidden currents, there was a story that unfolded across three intertwined timelines: the Actual Timeline, the Narrative Timeline, and the Hidden Timeline.
Actual Timeline
The protagonist, Elena, embarked on a journey through four distinct locations, each holding a piece of a grand puzzle she needed to solve.
Location 1 - First Visit: Elena started her journey here, uncovering an ancient map that hinted at a deeper mystery.
Location 2 - First Visit: She traveled to a bustling marketplace, where she found a cryptic message carved into a stone.
Location 3 - First Visit: In an abandoned library, Elena discovered a journal detailing strange occurrences and hidden events.
Location 4 - First Visit: Her journey led her to a serene forest where she encountered an enigmatic figure who offered her a crucial clue.
Narrative Timeline
As Elena pieced together the clues, the story she narrated to her friends followed a different sequence, highlighting the events that made the most sense from her perspective at the time.
Location 2 - Story Event 1: Elena recalled the marketplace first, sharing the mystery of the cryptic message.
Location 4 - Story Event 2: She then described her encounter in the serene forest, emphasizing the importance of the clue she received.
Location 1 - Story Event 3: Elena recounted the discovery of the ancient map, giving context to the overall mystery.
Location 3 - Story Event 4: Lastly, she talked about the abandoned library and the journal, which tied all the events together.
Hidden Timeline
Unbeknownst to Elena, there was a hidden layer of events influencing her journey.
Hidden Event 1: In the shadows, an ancient order monitored her progress from the moment she found the map, ensuring she remained on the right path.
Hidden Event 2: They subtly guided her towards the marketplace, planting the cryptic message for her to find.
Hidden Event 3: The journal in the library was placed there by the order, containing information they wanted her to uncover.
Hidden Event 4: The enigmatic figure in the forest was a member of the order, providing her with the final piece of the puzzle.
Interconnections
Actual Timeline to Narrative Timeline:
Location 1 (First Visit) led to Story Event 3 (Elena's recollection of the map).
Location 2 (First Visit) led to Story Event 1 (marketplace mystery).
Location 3 (First Visit) led to Story Event 4 (the journal).
Location 4 (First Visit) led to Story Event 2 (forest encounter).
Actual Timeline to Hidden Timeline:
Each visit in the Actual Timeline was influenced by the Hidden Events, which shaped Elena's experiences without her knowledge.
Story Representation
This structure represents the complexity of storytelling, where the sequence of events (Actual Timeline) is often different from how the story is told (Narrative Timeline), and there are unseen forces (Hidden Timeline) that influence the course of events. Elena�s journey through the four locations, her recollection of events, and the hidden manipulations all intertwine to create a rich, multi-layered narrative.
In this story, the Actual Timeline shows Elena�s chronological journey. The Narrative Timeline reveals how she chose to share her experiences, emphasizing different aspects of her journey. The Hidden Timeline uncovers the secret influences that guided her path, adding depth and intrigue to the overall tale.
Great attempt. Lets see how the story changes if we assume the main character goes to every location twice
Certainly! Let's expand the story to include two visits to each location, which will add more depth and complexity to the narrative.
Actual Timeline
Elena revisits each location, uncovering new layers of the mystery with each visit.
Location 1 - First Visit: Elena starts her journey here, uncovering an ancient map that hints at a deeper mystery.
Location 2 - First Visit: She travels to a bustling marketplace, where she finds a cryptic message carved into a stone.
Location 3 - First Visit: In an abandoned library, Elena discovers a journal detailing strange occurrences and hidden events.
Location 4 - First Visit: Her journey leads her to a serene forest where she encounters an enigmatic figure who offers her a crucial clue.
Location 1 - Second Visit: Elena returns to the first location, where she deciphers the ancient map, revealing a hidden passage.
Location 2 - Second Visit: Back at the marketplace, she meets a mysterious merchant who provides additional information about the cryptic message.
Location 3 - Second Visit: In the library, she finds a hidden compartment in the journal containing a key.
Location 4 - Second Visit: Finally, in the forest, the enigmatic figure reappears, guiding her to the entrance of an ancient temple.
Narrative Timeline
Elena pieces together her adventure in a sequence that makes the most sense to her story.
Location 2 - Story Event 1: Elena recalls the marketplace first, sharing the mystery of the cryptic message and the merchant�s information.
Location 4 - Story Event 2: She then describes her encounters in the serene forest, focusing on both the clue and the guidance to the temple.
Location 1 - Story Event 3: Elena recounts the discovery of the ancient map and the hidden passage.
Location 3 - Story Event 4: Lastly, she talks about the abandoned library, the journal, and the key.
Hidden Timeline
The ancient order continues to guide Elena�s journey, intervening subtly.
Hidden Event 1: The order monitors Elena from the moment she finds the map, ensuring she is on the right path.
Hidden Event 2: They guide her towards the marketplace, planting the cryptic message and arranging the merchant�s appearance.
Hidden Event 3: The journal in the library is placed by the order, with the hidden compartment and key added during her first visit.
Hidden Event 4: The enigmatic figure in the forest is a member of the order, orchestrating both encounters to provide the necessary guidance.
Interconnections
Actual Timeline to Narrative Timeline:
Location 1 First Visit (map discovery) leads to Story Event 3 (hidden passage).
Location 2 First Visit (cryptic message) and Second Visit (merchant) combine into Story Event 1 (marketplace mystery).
Location 3 First Visit (journal) and Second Visit (key) combine into Story Event 4 (library findings).
Location 4 First Visit (clue) and Second Visit (temple guidance) combine into Story Event 2 (forest encounters).
Actual Timeline to Hidden Timeline:
Each visit in the Actual Timeline is influenced by the Hidden Events, shaping Elena�s experiences without her knowledge.
Expanded Story Representation
In this expanded story, the Actual Timeline now includes two visits to each location, reflecting Elena's deepening understanding of the mystery. The Narrative Timeline still presents her recollection of events, but now with added complexity as she integrates discoveries from both visits. The Hidden Timeline continues to reveal the secret influences that guide her path, adding further depth and intrigue.
Elena�s repeated visits to each location allow her to uncover additional layers of the mystery, with each visit building on the previous one. This structure illustrates how stories can evolve with new information and perspectives, and how unseen forces can shape the journey in subtle but significant ways.
```
#### Example 2
```
meta-llama-3.1-405b-instruct
Here's a story based on the graph structure:
Emily had always been fascinated by the mysterious disappearances that had taken place in the four locations she was about to visit. She packed her bags, said goodbye to her family, and set off on her journey.
Her first stop was Location 1, an abandoned mansion on the outskirts of town. As she walked through the dusty halls, she stumbled upon a cryptic message scrawled on the wall: "The eyes that see are not the ones that look." Emily was intrigued but couldn't decipher the meaning.
Next, she visited Location 2, an old bookstore in the city. While browsing through the shelves, she met the owner, an eccentric old man who told her about a mysterious book that was said to hold the key to the disappearances. Emily was skeptical, but the old man's words lingered in her mind.
From there, she traveled to Location 3, a secluded monastery in the mountains. The monks welcomed her warmly and shared stories of a long-forgotten event that had taken place in the monastery's past. Emily sensed that there was more to the story, but the monks were tight-lipped about the details.
Finally, she arrived at Location 4, a small island with a reputation for being cursed. As she explored the island, she stumbled upon a journal belonging to one of the disappeared individuals. The journal hinted at a dark secret, but the writer's words were cryptic and unclear.
As Emily returned home, she began to piece together the events of her journey. She realized that the disappearances were not random events, but rather, they were all connected. The message on the wall in Location 1 was a warning, the book in Location 2 held a vital clue, the monastery's past was crucial to understanding the present, and the journal on the island was the key to unlocking the mystery.
However, what Emily didn't know was that her journey was not just about uncovering the truth about the disappearances. Unbeknownst to her, a series of hidden events had been set in motion, influencing her actions and guiding her towards a specific outcome. These events, though invisible to Emily, were the true driving force behind the story.
The story structure represented by the graph is non-linear. The actual timeline shows Emily visiting the four locations in a linear sequence (A1 -> A2 -> A3 -> A4). However, the narrative timeline is different, with the story events being presented out of chronological order (N1 -> N2 -> N3 -> N4). This non-linearity allows the story to build suspense and create a sense of mystery.
The hidden timeline represents the unseen forces that shape the story. These events are not directly revealed to the reader, but they have a profound impact on the narrative. The connections between the hidden events and the actual timeline suggest that the story is more complex and layered than initially apparent.
The graph structure highlights the relationships between the different timelines and events, demonstrating how a non-linear narrative can be constructed to create a engaging and mysterious story.
Very Good Attempt. Lets see how your story will change under the assumption that each location is visited twice
That's an interesting twist. Here's a revised story based on the assumption that each location is visited twice:
Emily had always been fascinated by the mysterious disappearances that had taken place in the four locations she was about to visit. She packed her bags, said goodbye to her family, and set off on her journey.
Her first stop was Location 1, an abandoned mansion on the outskirts of town. As she walked through the dusty halls, she stumbled upon a cryptic message scrawled on the wall: "The eyes that see are not the ones that look." Emily was intrigued but couldn't decipher the meaning.
From there, she visited Location 2, an old bookstore in the city. While browsing through the shelves, she met the owner, an eccentric old man who told her about a mysterious book that was said to hold the key to the disappearances. Emily was skeptical, but the old man's words lingered in her mind.
Next, she traveled to Location 3, a secluded monastery in the mountains. The monks welcomed her warmly and shared stories of a long-forgotten event that had taken place in the monastery's past. Emily sensed that there was more to the story, but the monks were tight-lipped about the details.
Finally, she arrived at Location 4, a small island with a reputation for being cursed. As she explored the island, she stumbled upon a journal belonging to one of the disappeared individuals. The journal hinted at a dark secret, but the writer's words were cryptic and unclear.
However, Emily's journey didn't end there. She felt that she had only scratched the surface of the mystery, and so she decided to revisit each location, hoping to uncover more clues.
Upon her second visit to Location 1, Emily discovered a hidden room deep within the mansion's basement. Inside, she found a series of letters exchanged between the mansion's former occupants, revealing a dark family secret that seemed to be connected to the disappearances.
Her second visit to Location 2 led her to a hidden compartment in the bookstore's shelves, where she found the mysterious book the old man had told her about. As she flipped through its pages, she realized that the book was more than just a simple novel � it was a guide to unlocking the secrets of the disappearances.
During her second visit to Location 3, Emily managed to gain the trust of one of the monks, who shared with her the true story of the monastery's past. The monk's words revealed a shocking connection between the monastery and the disappearances, and Emily began to piece together the puzzle.
Finally, her second visit to Location 4 took her to a hidden cave on the island, where she found a series of cryptic messages etched into the walls. The messages seemed to be a code, and Emily realized that they were the key to unlocking the secrets of the journal she had found during her first visit.
As Emily returned home, she began to piece together the events of her journey. She realized that the disappearances were not random events, but rather, they were all connected. The message on the wall in Location 1 was a warning, the book in Location 2 held a vital clue, the monastery's past was crucial to understanding the present, and the journal on the island was the key to unlocking the mystery.
However, what Emily didn't know was that her journey was not just about uncovering the truth about the disappearances. Unbeknownst to her, a series of hidden events had been set in motion, influencing her actions and guiding her towards a specific outcome. These events, though invisible to Emily, were the true driving force behind the story.
The story structure remains non-linear, with the narrative timeline presenting the story events out of chronological order. The actual timeline shows Emily visiting each location twice, with the second visit revealing more clues and pieces of the puzzle. The hidden timeline continues to represent the unseen forces that shape the story, influencing Emily's actions and guiding her towards a specific outcome.
Here's an updated graph to reflect the changes:
graph TD
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A5[Location 1 - Second Visit]
A6[Location 2 - Second Visit]
A7[Location 3 - Second Visit]
A8[Location 4 - Second Visit]
A1 --> A2 --> A3 --> A4 --> A5 --> A6 --> A7 --> A8
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N5[Location 1 - Story Event 5]
N
```
#### Example 3
```
mistral-large-2407
Story: The Unraveling of Time
Actual Timeline
In the quaint town of Harborside, four locations form the backbone of daily life: the Library (Location 1), the Market (Location 2), the Park (Location 3), and the Lighthouse (Location 4). The story unfolds as the protagonist, Emily, visits these locations in sequence.
Location 1 - First Visit (Library): Emily starts her day at the library, researching old town records.
Location 2 - First Visit (Market): She then heads to the market, picking up fresh produce and chatting with the locals.
Location 3 - First Visit (Park): After lunch, Emily takes a leisurely stroll in the park, enjoying the serene environment.
Location 4 - First Visit (Lighthouse): Finally, she visits the lighthouse, where she meets the old lighthouse keeper who tells her stories about the town's past.
Narrative Timeline
The story, however, is not told in the sequence of Emily's visits. Instead, it jumps between events in a non-linear fashion, creating a sense of mystery and intrigue.
Location 2 - Story Event 1 (Market): The story begins with a mysterious theft at the market, where Emily witnesses a valuable artifact being stolen.
Location 4 - Story Event 2 (Lighthouse): The narrative then shifts to the lighthouse, where Emily discovers hidden letters that hint at a decades-old secret.
Location 1 - Story Event 3 (Library): The story then flashes back to Emily's visit to the library, where she uncovers ancient documents that reveal a dark history of the town.
Location 3 - Story Event 4 (Park): The climax of the story takes place in the park, where Emily confronts the thief and unveils the truth behind the town's secrets.
Hidden Timeline
Underlying the visible events is a hidden timeline that influences the narrative without being directly visible. These hidden events represent the dark history of the town, hinted at but not fully revealed until the end.
Hidden Event 1: A series of unexplained disappearances that occurred decades ago.
Hidden Event 2: A forgotten curse placed on the town by a disgruntled resident.
Hidden Event 3: A secret society formed to protect the town's dark secrets.
Hidden Event 4: A powerful artifact that holds the key to understanding the town's past.
Explanation of the Structure
The structure of the story is represented by the graph, which consists of three timelines:
Actual Timeline: This represents the chronological order of Emily's visits to the locations. It shows the sequence of events as they actually happened.
Narrative Timeline: This represents the order in which the story is told. The events are not presented in chronological order but are arranged to build suspense and reveal information gradually.
Hidden Timeline: This represents the underlying events that influence the story but are not directly visible. These hidden events provide depth and complexity to the narrative.
The connections between the timelines (indicated by dashed lines) show how the actual events are linked to the narrative events and how the hidden events influence the overall story. This non-linear structure allows for a more engaging and mysterious narrative, keeping the reader intrigued until the final revelation.
Very Good Attempt. Lets see how your story will change under the assumption that each location is visited twice
Story: The Unraveling of Time (Revisited)
Actual Timeline
In the quaint town of Harborside, four locations form the backbone of daily life: the Library (Location 1), the Market (Location 2), the Park (Location 3), and the Lighthouse (Location 4). The story unfolds as the protagonist, Emily, visits these locations in sequence, but this time, she visits each location twice.
Location 1 - First Visit (Library): Emily starts her day at the library, researching old town records.
Location 2 - First Visit (Market): She then heads to the market, picking up fresh produce and chatting with the locals.
Location 3 - First Visit (Park): After lunch, Emily takes a leisurely stroll in the park, enjoying the serene environment.
Location 4 - First Visit (Lighthouse): Finally, she visits the lighthouse, where she meets the old lighthouse keeper who tells her stories about the town's past.
Location 1 - Second Visit (Library): Emily returns to the library, this time finding a hidden compartment in an old book.
Location 2 - Second Visit (Market): She revisits the market and notices a strange symbol carved into one of the stalls.
Location 3 - Second Visit (Park): Emily returns to the park and discovers a hidden underground tunnel.
Location 4 - Second Visit (Lighthouse): She goes back to the lighthouse and finds a secret room containing old photographs and letters.
Narrative Timeline
The story is not told in the sequence of Emily's visits. Instead, it jumps between events in a non-linear fashion, creating a sense of mystery and intrigue.
Location 2 - Story Event 1 (Market): The story begins with a mysterious theft at the market, where Emily witnesses a valuable artifact being stolen.
Location 4 - Story Event 2 (Lighthouse): The narrative then shifts to the lighthouse, where Emily discovers hidden letters that hint at a decades-old secret.
Location 1 - Story Event 3 (Library): The story then flashes back to Emily's visit to the library, where she uncovers ancient documents that reveal a dark history of the town.
Location 3 - Story Event 4 (Park): The climax of the story takes place in the park, where Emily confronts the thief and unveils the truth behind the town's secrets.
Location 1 - Story Event 5 (Library): Emily finds a hidden compartment in an old book, leading her to a cryptic map.
Location 2 - Story Event 6 (Market): She notices a strange symbol carved into one of the stalls, matching the symbol on the map.
Location 3 - Story Event 7 (Park): Emily discovers a hidden underground tunnel, which she believes is connected to the town's dark past.
Location 4 - Story Event 8 (Lighthouse): She finds a secret room containing old photographs and letters that provide the final pieces of the puzzle.
Hidden Timeline
Underlying the visible events is a hidden timeline that influences the narrative without being directly visible. These hidden events represent the dark history of the town, hinted at but not fully revealed until the end.
Hidden Event 1: A series of unexplained disappearances that occurred decades ago.
Hidden Event 2: A forgotten curse placed on the town by a disgruntled resident.
Hidden Event 3: A secret society formed to protect the town's dark secrets.
Hidden Event 4: A powerful artifact that holds the key to understanding the town's past.
Hidden Event 5: The existence of a hidden map that leads to a secret underground chamber.
Hidden Event 6: The symbol that marks the entrance to the hidden chamber.
Hidden Event 7: The underground tunnel that connects all the locations.
Hidden Event 8: The secret room in the lighthouse that contains the final clues.
Explanation of the Structure
The structure of the story is represented by the graph, which consists of three timelines:
Actual Timeline: This represents the chronological order
```
#### Example 4
```
gpt-4o-mini-2024-07-18
Title: The Hidden Threads of Time
Story:
In the quiet town of Eldridge, four locations held the secrets of a past intertwined with the present: The Old Oak Library, The Riverside Caf�, The Abandoned Mill, and The Clock Tower. Over a single summer, Sarah, a curious young woman, embarked on a journey that would reveal the layers of time hidden beneath the surface of her seemingly mundane life.
Actual Timeline: A Journey Begins
Location 1: The Old Oak Library (A1)
Sarah�s adventure began at the Old Oak Library. As she browsed through the dusty shelves, she stumbled upon an ancient book that spoke of the town�s lore and the hidden events that shaped its history. Intrigued, she decided to explore more.
Location 2: The Riverside Caf� (A2)
Her next stop was the Riverside Caf�, where she overheard a conversation between two elderly patrons discussing a tragic event tied to the town's history. They spoke in hushed tones about a long-lost love and a betrayal that had forever altered the lives of those involved.
Location 3: The Abandoned Mill (A3)
The following day, Sarah ventured to the Abandoned Mill. There, she discovered remnants of a past life: photographs, letters, and a diary that hinted at a hidden romance. She felt a strange connection to the stories within these walls.
Location 4: The Clock Tower (A4)
Finally, she arrived at the Clock Tower, where she learned about a secret society that once met there to protect the town�s secrets. This location felt alive with energy, as if the whispers of the past were echoing through time.
Narrative Timeline: Unraveling the Mystery
Story Event 1: The Riverside Caf� (N1)
At the caf�, Sarah confronted the two patrons about their conversation. She learned that the tragic love story involved her great-grandparents, whose destinies were forever altered by a choice made in that very caf�.
Story Event 2: The Clock Tower (N2)
Back at the Clock Tower, she discovered a hidden room filled with documents that detailed the secret society's attempts to mend the heartbreak caused by her ancestors. Here, she found a letter addressed to her great-grandmother, containing a heartfelt apology from her great-grandfather.
Story Event 3: The Old Oak Library (N3)
Returning to the library, Sarah pieced together her family�s history through the ancient book. It revealed that the love story had been a catalyst for change in Eldridge, leading to the establishment of the society that aimed to protect the town from repeating past mistakes.
Story Event 4: The Abandoned Mill (N4)
In the mill, Sarah re-read the diary and uncovered the truth: the betrayal was a misunderstanding fueled by jealousy and miscommunication. Understanding this allowed Sarah to forgive her ancestors and break the cycle of pain that had lingered in her family for generations.
Hidden Timeline: The Secrets Beneath
Throughout her journey, Sarah was unaware of the Hidden Events that had shaped her family�s history and the town of Eldridge:
Hidden Event 1 (H1): A Betrayal
Long ago, a betrayal occurred that led to the rift between Sarah�s great-grandparents. This event was the catalyst for the tragic love story that would echo through time.
Hidden Event 2 (H2): The Secret Society's Formation
In the wake of the betrayal, a secret society formed to protect the town from the repercussions of the past, striving to mend what was broken.
Hidden Event 3 (H3): The Lost Letter
A letter written by Sarah�s great-grandfather remained hidden for decades, containing apologies and hopes for reconciliation that were never delivered.
Hidden Event 4 (H4): The Town�s Lore
The stories of Eldridge were carefully curated, with certain truths obscured to protect the living from the pain of the past.
Structure Explanation:
The story�s structure represents three distinct timelines�Actual Timeline, Narrative Timeline, and Hidden Timeline�which interact in complex ways:
Actual Timeline: This is the chronological order of Sarah�s visits to the four locations, marking her physical journey through the town. It serves as the backbone of the story, grounding it in reality and providing a structure for her exploration.
Narrative Timeline: This timeline unfolds the key story events that arise from Sarah�s discoveries at each location. Unlike the Actual Timeline, the Narrative Timeline does not follow a linear path but instead reveals the emotional and thematic significance of her journey, highlighting the connections between past and present.
Hidden Timeline: This timeline consists of events and truths that remain obscured until Sarah unearths them through her exploration. The hidden events symbolize the burdens of history that affect the present, illustrating how the past can shape one�s
```
#### Example 5
```
athene-70b
Story: The Cartographer's Enigma
Protagonist Emilia, a skilled cartographer, receives a cryptic atlas from her reclusive mentor, featuring four locations: Ravenshire, Luminaria, Celestia's Peak, and Argentum Falls. The atlas hints at a centuries-old conspiracy, weaving together seemingly unrelated events across these sites.
Narrative Timeline:
Luminaria - The Celestial Alignment (N1): Emilia discovers an ancient celestial map etched into Luminaria's observatory walls, forecasting a rare alignment that unlocks a hidden chamber beneath Argentum Falls (A4).
Argentum Falls - The Forgotten Treaty (N2): Within the chamber, Emilia uncovers a long-lost treaty between ancient nations, which was negotiated at Ravenshire (A1) and ratified at Celestia's Peak (A3).
Ravenshire - The Cartographer's Legacy (N3): Emilia finds her mentor's hidden journals in Ravenshire, detailing the atlas's creation and the significance of Celestia's Peak, where an ancient order once protected the treaty.
Celestia's Peak - The Order's Reckoning (N4): At the peak, Emilia confronts a descendant of the ancient order, who reveals that they had been safeguarding the treaty against rogue factions. The descendant hands over a crucial, annotated atlas page, exposing the hidden events.
Actual Timeline (Emilia's Journey):
Emilia visits the locations in the following order: Ravenshire (A1), Luminaria (A2), Celestia's Peak (A3), and Argentum Falls (A4). Each location builds upon her understanding, though the narrative jumps between them to create suspense and reveal connections.
Hidden Timeline (Influencing Events):
Hidden Event 1: A centuries-old astronomer in Luminaria (H1) calculates the celestial alignment, inspiring the treaty.
Hidden Event 2: A rogue faction infiltrates the ancient order at Celestia's Peak (H2), seeding corruption.
Hidden Event 3: Emilia's mentor, aware of the conspiracy, crafts the atlas (H3) to guide a worthy successor.
Hidden Event 4: The ancient order's remnants secretly aid Emilia's journey (H4), ensuring her discovery of the truth.
Structure Representation:
Non-linear narrative: The narrative timeline (N1-N4) rearranges Emilia's actual visits (A1-A4) to build tension, reveal connections, and create an engaging mystery.
Hidden influences: The hidden events (H1-H4) permeate the actual timeline, motivating character actions, and informing the narrative's twists. Dotted lines illustrate how these events subtly shape Emilia's journey, enriching the story's depth and complexity.
Interconnectedness: The graph visually demonstrates how each location, narrative beat, and hidden event intertwines, producing a rich, layered narrative that rewards close attention and reflection. As Emilia unravels the enigma, the reader experiences a satisfying convergence of threads, highlighting the power of deliberate, non-linear storytelling.
```
### WFStage2prompt
```
Please use the below config as a template to write a story in config format (dont use the template values like masterlocation1):
{
"masterlocation1": {
"location1": {
"description": "UI - Experience Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
eg. {"tavern": {"start": {"description": "You wake up in a dimly lit tavern, the smell of ale and salt heavy in the air. A grizzled sailor at the bar boasts about a hidden island overflowing with "more gold than ye can dream of!" ", "choices": ["approach sailor", "ignore sailor", "order grog"], "transitions": {"approach sailor": "tavern_rumor", "ignore sailor": "tavern_start", "order grog": "tavern_grog"}, "consequences": {}, "media": []}, "rumor": {"description": "The sailor, three sheets to the wind, spins a tale of treacherous waters, ancient curses, and a map hidden on a ghost ship. He claims to know the way.", "choices": ["offer to buy him another drink", "dismiss him as a drunkard"], "transitions": {"offer to buy him another drink": "tavern_map", "dismiss him as a drunkard": "tavern_start"}, "consequences": {}, "media": []}, "grog": {"description": "The tavern keeper slides you a tankard of potent grog. It burns pleasantly as it goes down, and you feel your senses dull.", "choices": ["order another", "eavesdrop on nearby pirates"], "transitions": {"order another": "tavern_grog", "eavesdrop on nearby pirates": "tavern_start"}, "media": []}, "map": {"description": "With a wink and a hiccup, the sailor produces a crumpled piece of parchment. It's stained with salt and what looks suspiciously like blood, but the markings... they resemble a map! ", "choices": ["propose a partnership", "try to buy the map", "steal the map"], "transitions": {"propose a partnership": "docks_prepare", "try to buy the map": "tavern_haggle", "steal the map": "tavern_fight"}, "consequences": {}, "media": []}, "haggle": {"description": "The sailor eyes you shrewdly. "This here map's worth a king's ransom," he slurs.", "choices": ["offer a pouch of gold", "walk away"], "transitions": {"offer a pouch of gold": "docks_prepare", "walk away": "tavern_start"}, "consequences": {}, "media": []}, "fight": {"description": "You lunge for the map, but the sailor's quicker than he looks! A brawl erupts, tables are overturned, and mugs fly through the air.", "choices": ["fight dirty", "try to reason with him"], "transitions": {"fight dirty": "tavern_victory", "try to reason with him": "tavern_defeat"}, "consequences": {}, "media": []}, "victory": {"description": "With a final blow, you knock the sailor unconscious. You grab the map and make a hasty exit.", "choices": ["head to the docks"], "transitions": {"head to the docks": "docks_prepare"}, "consequences": {}, "media": []}, "defeat": {"description": "The sailor and a couple of his cronies land some solid punches. You're tossed out of the tavern, bruised and map-less.", "choices": ["nurse your wounds"], "transitions": {"nurse your wounds": "tavern_start"}, "consequences": {}, "media": []}}, "docks": {"prepare": {"description": "The salty air of the docks fills your lungs. You can practically taste the adventure on the horizon. But first, you need a ship and a crew...", "choices": ["find a ship", "assemble a crew"], "transitions": {"find a ship": "docks_ship", "assemble a crew": "docks_crew"}, "media": []}, "ship": {"description": "You spot a sturdy-looking galleon with a "For Sale" sign hanging precariously from its mast.", "choices": ["inspect the ship", "look for another vessel"], "transitions": {"inspect the ship": "docks_captain", "look for another vessel": "docks_prepare"}, "media": []}, "crew": {"description": "The docks are teeming with salty dogs of all shapes and sizes.", "choices": ["recruit seasoned sailors", "round up some desperate souls"], "transitions": {"recruit seasoned sailors": "docks_captain", "round up some desperate souls": "docks_captain"}, "consequences": {}, "media": []}, "captain": {"description": "With a ship and a crew (of varying competence), you're ready to set sail! ", "choices": ["set sail for the open sea!"], "transitions": {"set sail for the open sea!": "openSea_start"}, "media": []}}, "openSea": {"start": {"description": "The open sea stretches before you, vast and unforgiving. The wind whips at your sails as you set course for the uncharted waters where the treasure awaits.", "choices": ["consult the map", "enjoy the voyage"], "transitions": {"consult the map": "openSea_storm", "enjoy the voyage": "openSea_mutiny"}, "media": []}, "storm": {"description": "A storm gathers on the horizon, dark clouds swirling ominously. Waves crash against the hull, threatening to swallow you whole.", "choices": ["weather the storm", "change course"], "transitions": {"weather the storm": "openSea_ghostShip", "change course": "openSea_start"}, "media": []}, "mutiny": {"description": "Your crew, a motley bunch at best, begin to grumble. They're growing impatient and greedy, their eyes glinting with mutiny.", "choices": ["quell the mutiny", "reason with them"], "transitions": {"quell the mutiny": "openSea_ghostShip", "reason with them": "openSea_start"}, "consequences": {}, "media": []}, "ghostShip": {"description": "Through the mist and fog, a ghostly silhouette emerges. A ship, its sails in tatters, manned by skeletal figures. This... is the ghost ship.", "choices": ["board the ghost ship", "flee"], "transitions": {"board the ghost ship": "ghostShip_deck", "flee": "openSea_start"}, "media": []}}, "ghostShip": {"deck": {"description": "You step aboard the ghost ship, the air heavy with the stench of decay. Eerie silence hangs over the vessel.", "choices": ["explore the ship", "search for the captain's quarters"], "transitions": {"explore the ship": "ghostShip_brig", "search for the captain's quarters": "ghostShip_quarters"}, "media": []}, "brig": {"description": "You stumble upon the ship's brig, its cells still occupied by skeletal remains shackled to the walls.", "choices": ["examine the skeletons", "leave the brig"], "transitions": {"examine the skeletons": "ghostShip_clue", "leave the brig": "ghostShip_deck"}, "media": []}, "quarters": {"description": "The captain's quarters are in disarray, as if a struggle took place. A tattered journal lies open on the floor.", "choices": ["read the journal", "search for the map"], "transitions": {"read the journal": "ghostShip_clue", "search for the map": "ghostShip_treasure"}, "media": []}, "clue": {"description": "You piece together clues from the journal and the skeletons. The ghost ship's captain hid the real treasure map to protect it from mutineers.", "choices": ["continue searching"], "transitions": {"continue searching": "ghostShip_treasure"}, "media": []}, "treasure": {"description": "After careful searching, you find a hidden compartment behind a portrait. Inside, a gleaming treasure chest awaits!", "choices": ["open the chest", "take the chest and flee"], "transitions": {"open the chest": "ghostShip_victory", "take the chest and flee": "openSea_return"}, "consequences": {}, "media": []}, "victory": {"description": "The treasure chest overflows with gold, jewels, and artifacts beyond your wildest dreams! You've found the legendary pirate treasure!", "choices": ["claim your prize and set sail"], "transitions": {"claim your prize and set sail": "openSea_return"}, "consequences": {}, "media": []}}, "openSea_return": {"return": {"description": "With the treasure safely stowed on your own ship, you set sail for home, leaving the ghost ship to its eternal slumber.", "choices": ["sail into the sunset"], "transitions": {"sail into the sunset": "end_end"}, "media": []}}, "end": {"end": {"description": "The sun dips below the horizon, painting the sky in hues of gold and crimson. You've cheated death, outsmarted ghosts, and claimed a fortune in pirate treasure. Your legend will be sung in taverns for centuries to come.", "choices": [], "transitions": {}, "media": []}}}
The user will provide a theme
```
### WFStage2prompt2
```
Please use the below config as a template to write a story in config format (dont use the template values like masterlocation1):
{
"masterlocation1": {
"location1": {
"description": "UI - Experience Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
There should be 3 master and 10 total sublocations.
The theme is provided by the user
```
### MoreRobustWFStage2prompt
```
We need to brainstorm how to fit this shape into into JSON format I will provide below.
Shape = Use this to write a story and explain how it represents the structure -
graph TD
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- A1
H1 -.- A2
H1 -.- A3
H1 -.- A4
H2 -.- A1
H2 -.- A2
H2 -.- A3
H2 -.- A4
H3 -.- A1
H3 -.- A2
H3 -.- A3
H3 -.- A4
H4 -.- A1
H4 -.- A2
H4 -.- A3
H4 -.- A4
JSON format = Please use the below config as a template to write a story in config format (dont use the template values like masterlocation1):
{
"masterlocation1": {
"location1": {
"description": "UI - Experience Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
Loading Code (Dont make media for now) (Avoid Syntax errors when writing the config so the parser loads it) =
class GameSession:
def __init__(self, starting_location='village', starting_state='start'):
self.player = Player()
self.current_location = starting_location
self.current_state = starting_state
self.game_log = []
def make_choice(self, choice_index):
state = all_states[self.current_location][self.current_state]
if 0 <= choice_index < len(state['choices']):
choice = state['choices'][choice_index]
next_state = state['transitions'][choice]
self.game_log.append(f"You chose: {choice}")
self.game_log.append(state['description'])
if 'consequences' in state and choice in state['consequences']:
if state['consequences'][choice]:
state['consequences'][choice](self.player)
else:
# Handle empty consequence, e.g., log a message or provide a default action
print(f"No consequence for choice: {choice}")
# You can add any default action here if needed
if '_' in next_state:
self.current_location, self.current_state = next_state.split('_')
else:
self.current_state = next_state
return self.get_current_state_info()
else:
return "Invalid choice. Please try again."
def get_current_state_info(self):
state = all_states[self.current_location][self.current_state]
choices = [f"{idx + 1}. {choice}" for idx, choice in enumerate(state['choices'])]
return state['description'], choices, "
".join(self.game_log)
def get_current_state_media(self):
media = all_states[self.current_location][self.current_state]['media']
return media
```
### MoreRobustWFStage2promptwithExample
```
Below is a config based on the mermaid below as a template - You must make it more of a game experience for the user
{
"actualtimeline": {
"A1": {
"description": "You arrive at the Windfall Orchard. Soft breezes carry whispers of hidden stories.",
"events": [
"arrived"
],
"choices": [
"continue actual",
"explore orchard story (N3)",
"investigate orchard hidden (H1)"
],
"transitions": {
"continue actual": "actualtimeline_A2",
"explore orchard story (N3)": "narrativetimeline_N3",
"investigate orchard hidden (H1)": "hiddentimeline_H1"
},
"media": [],
"developernotes": [
"Location 1 in Actual Timeline",
"Connects to Narrative N3 and Hidden H1"
]
},
"A2": {
"description": "You enter the Misty Bazaar, abuzz with trade and secrets.",
"events": [
"traveled",
"observed"
],
"choices": [
"continue actual",
"uncover bazaar story (N1)",
"probe bazaar hidden (H2)"
],
"transitions": {
"continue actual": "actualtimeline_A3",
"uncover bazaar story (N1)": "narrativetimeline_N1",
"probe bazaar hidden (H2)": "hiddentimeline_H2"
},
"media": [],
"developernotes": [
"Location 2 in Actual Timeline",
"Connects to Narrative N1 and Hidden H2"
]
},
"A3": {
"description": "You stand upon the Northern Cliffs, where distant waves roar with mystery.",
"events": [
"arrived",
"reflected"
],
"choices": [
"continue actual",
"witness cliffside story (N4)",
"examine cliffside hidden (H3)"
],
"transitions": {
"continue actual": "actualtimeline_A4",
"witness cliffside story (N4)": "narrativetimeline_N4",
"examine cliffside hidden (H3)": "hiddentimeline_H3"
},
"media": [],
"developernotes": [
"Location 3 in Actual Timeline",
"Connects to Narrative N4 and Hidden H3"
]
},
"A4": {
"description": "At last, you reach the Heartwood Temple. An otherworldly calm envelops you.",
"events": [
"approached",
"pondered"
],
"choices": [
"loop actual",
"unearth temple story (N2)",
"search temple hidden (H4)"
],
"transitions": {
"loop actual": "actualtimeline_A4",
"unearth temple story (N2)": "narrativetimeline_N2",
"search temple hidden (H4)": "hiddentimeline_H4"
},
"media": [],
"developernotes": [
"Location 4 in Actual Timeline",
"Connects to Narrative N2 and Hidden H4",
"Loops to itself for demonstration but typically you'd end or branch elsewhere"
]
}
},
"narrativetimeline": {
"N1": {
"description": "Narrative Event 1: At the bazaar, you hear a whispered rumor that sparks your quest.",
"events": [
"heard",
"questioned"
],
"choices": [
"continue narrative",
"return to actual A2",
"peek hidden (H2)"
],
"transitions": {
"continue narrative": "narrativetimeline_N2",
"return to actual A2": "actualtimeline_A2",
"peek hidden (H2)": "hiddentimeline_H2"
},
"media": [],
"developernotes": [
"Narrative event linked to Actual A2"
]
},
"N2": {
"description": "Narrative Event 2: At the temple, an important secret is revealed.",
"events": [
"uncovered"
],
"choices": [
"continue narrative",
"return to actual A4",
"peek hidden (H4)"
],
"transitions": {
"continue narrative": "narrativetimeline_N3",
"return to actual A4": "actualtimeline_A4",
"peek hidden (H4)": "hiddentimeline_H4"
},
"media": [],
"developernotes": [
"Narrative event linked to Actual A4"
]
},
"N3": {
"description": "Narrative Event 3: At the orchard, a forgotten memory emerges from the past.",
"events": [
"remembered"
],
"choices": [
"continue narrative",
"return to actual A1",
"peek hidden (H1)"
],
"transitions": {
"continue narrative": "narrativetimeline_N4",
"return to actual A1": "actualtimeline_A1",
"peek hidden (H1)": "hiddentimeline_H1"
},
"media": [],
"developernotes": [
"Narrative event linked to Actual A1"
]
},
"N4": {
"description": "Narrative Event 4: At the cliffside, you discover the final clue of this storyline.",
"events": [
"realized"
],
"choices": [
"finish narrative",
"return to actual A3",
"peek hidden (H3)"
],
"transitions": {
"finish narrative": "narrativetimeline_N4",
"return to actual A3": "actualtimeline_A3",
"peek hidden (H3)": "hiddentimeline_H3"
},
"media": [],
"developernotes": [
"Narrative event linked to Actual A3",
"Finishes or loops for demonstration"
]
}
},
"hiddentimeline": {
"H1": {
"description": "Hidden Event 1: A mysterious whisper in the orchard hints at something greater.",
"events": [
"listened"
],
"choices": [
"continue hidden",
"return to A1",
"narrative check (N3)"
],
"transitions": {
"continue hidden": "hiddentimeline_H2",
"return to A1": "actualtimeline_A1",
"narrative check (N3)": "narrativetimeline_N3"
},
"media": [],
"developernotes": [
"Hidden event connected to orchard (A1) and story event (N3)"
]
},
"H2": {
"description": "Hidden Event 2: Faint footprints in the bazaar's back alley confirm others are guiding your path.",
"events": [
"noticed"
],
"choices": [
"continue hidden",
"return to A2",
"narrative check (N1)"
],
"transitions": {
"continue hidden": "hiddentimeline_H3",
"return to A2": "actualtimeline_A2",
"narrative check (N1)": "narrativetimeline_N1"
},
"media": [],
"developernotes": [
"Hidden event connected to bazaar (A2) and story event (N1)"
]
},
"H3": {
"description": "Hidden Event 3: Carved runes under the cliffs suggest all locations are interwoven.",
"events": [
"deciphered"
],
"choices": [
"continue hidden",
"return to A3",
"narrative check (N4)"
],
"transitions": {
"continue hidden": "hiddentimeline_H4",
"return to A3": "actualtimeline_A3",
"narrative check (N4)": "narrativetimeline_N4"
},
"media": [],
"developernotes": [
"Hidden event connected to cliffs (A3) and story event (N4)"
]
},
"H4": {
"description": "Hidden Event 4: A final revelation in the temple ties orchard, bazaar, and cliffs to this hallowed ground.",
"events": [
"comprehended"
],
"choices": [
"close hidden",
"return to A4",
"narrative check (N2)"
],
"transitions": {
"close hidden": "hiddentimeline_H4",
"return to A4": "actualtimeline_A4",
"narrative check (N2)": "narrativetimeline_N2"
},
"media": [],
"developernotes": [
"Hidden event connected to temple (A4) and story event (N2)",
"Loops to itself for demonstration of an end state"
]
}
}
}
Shape = Use this to write a story and explain how it represents the structure -
graph TD
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- A1
H1 -.- A2
H1 -.- A3
H1 -.- A4
H2 -.- A1
H2 -.- A2
H2 -.- A3
H2 -.- A4
H3 -.- A1
H3 -.- A2
H3 -.- A3
H3 -.- A4
H4 -.- A1
H4 -.- A2
H4 -.- A3
H4 -.- A4
------
Remember to write in same JSON format after analysing the above so I can test the turn by turn transitions
```
---
## Mermaid Diagram Structures
### examplemermaidconceptblendingstrutures
#### Star Wars Bakery Example
```mermaid
flowchart TD
A[Bakery]
B[Star Wars]
C[Adjectives]
D[Combinatorics]
E[Seed Ideas]
F[LLM Processing]
A -- has attributes --> C
B -- has attributes --> C
C -- generates --> D
D -- creates --> E
E -- inputs to --> F
subgraph Bakery Attributes
direction TB
A1[Sweet]
A2[Warm]
A3[Comforting]
A4[Artisanal]
A -- includes --> A1
A -- includes --> A2
A -- includes --> A3
A -- includes --> A4
end
subgraph Star Wars Attributes
direction TB
B1[Galactic]
B2[Epic]
B3[Heroic]
B4[Dramatic]
B -- includes --> B1
B -- includes --> B2
B -- includes --> B3
B -- includes --> B4
end
subgraph Combinatorics
direction TB
C1[Sweet Galactic]
C2[Warm Epic]
C3[Comforting Heroic]
C4[Artisanal Dramatic]
D -- generates --> C1
D -- generates --> C2
D -- generates --> C3
D -- generates --> C4
end
subgraph Seed Ideas
direction TB
E1[Galactic Pastries]
E2[Epic Bread Battles]
E3[Heroic Baker's Quest]
E4[Dramatic Cake Decor]
E -- includes --> E1
E -- includes --> E2
E -- includes --> E3
E -- includes --> E4
end
```
### mermaidstorystructures
#### Hidden Progression 1
```mermaid
graph TD
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- A1
H1 -.- A2
H1 -.- A3
H1 -.- A4
H2 -.- A1
H2 -.- A2
H2 -.- A3
H2 -.- A4
H3 -.- A1
H3 -.- A2
H3 -.- A3
H3 -.- A4
H4 -.- A1
H4 -.- A2
H4 -.- A3
H4 -.- A4
```
#### Hidden Progression 2
```mermaid
graph LR
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
H1 --> H2 --> H3 --> H4
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- N1
H2 -.- N2
H3 -.- N3
H4 -.- N4
```
#### Hidden Progression 3
```mermaid
graph LR
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
```
#### Parallel Storylines Progression
```mermaid
graph TD
A[Start] --> B[Character 1 Introduction]
A --> C[Character 2 Introduction]
B --> D[Character 1 Event 1]
C --> E[Character 2 Event 1]
D --> F[Character 1 Event 2]
E --> G[Character 2 Event 2]
F --> H[Characters Meet]
G --> H
H --> I[Climax]
I --> J[Resolution]
```
---
## Config Improvement Examples
### originalconfigatbeinningofthisspace
```json
{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
"celebrate": {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return_return'},
"media": []
},
},
"village_return": {
"return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}
```
### claude3_5_06072024configtips
```
Example Config Development Tab - Claude 3.5 Sonnet as the LLM Assitant
This config is for a basic text based game engine I made with help many llms including you.
Thanks to all the help it loads which presented another problem, I dont have any structural metrics to assess the quality of the config.
What JSON things can we look at to see if it may be too bland for a person testing the game
Text-Based Game Configuration Analysis
1. State Variety
Total number of states: 13
Number of unique locations: 5 (village, forest, ruins, village_return, end)
2. Choice Diversity
Average choices per state: 1.92
States with no choices: 1 (end state)
States with most choices: 3 (village_start with 3 choices)
Unique choices across all states: 17
3. Transition Complexity
Total number of transitions: 25
Average transitions per state: 1.92
States with most transitions: 3 (village_start with 3 transitions)
4. Consequence Implementation
States with consequences: 3
Total number of consequences: 3
Types of consequences: Adding items, Updating knowledge
5. Description Length
Average description length: 13.15 words
Longest description: 24 words (village_return)
Shortest description: 4 words (village_supplies)
6. Cyclic Paths
Presence of loops: Yes (e.g., village_start -> village_supplies -> village_start)
7. Dead Ends
Number of dead ends: 1 (end state)
8. Media Integration
States with media: 0
Total media elements: 0
9. Narrative Progression
Clear beginning (village_start) and end (end) states
Multiple paths to reach the end
10. Player Agency
Choices affect game progression
Some choices have consequences (3 instances)
11. Game Length
Minimum steps to complete: 6 (village_start -> village_supplies -> forest_forest -> ruins_ruins -> ruins_explore -> ruins_hiddenPassage -> ruins_treasureRoom -> ruins_celebrate -> village_return -> end)
Maximum steps (including loops): Potentially infinite due to cycles
12. Replayability
Multiple paths through the game
Some variability in outcomes based on choices
#=============================================
To assess the quality and potential blandness of your game configuration, we can analyze several structural metrics within the JSON. Here are some aspects we can examine:
Text-Based Game Configuration AnalysisClick to open document
Based on this analysis, here are some observations about the potential blandness of the game:
Limited state variety: With only 13 states across 5 locations, the game might feel short and lacking in diversity. Consider adding more locations or states within existing locations.
Low average choices: An average of 1.92 choices per state might make the game feel linear. Increasing the number of choices in more states could improve player engagement.
Limited consequences: Only 3 states have consequences, which might make player choices feel less impactful. Adding more consequences could increase the sense of agency.
Short descriptions: The average description length of 13.15 words might not provide enough detail to immerse players. Consider expanding descriptions to create a richer narrative.
Lack of media: No states currently use media elements, which could make the game feel less engaging. Adding images, sound effects, or other media could enhance the player experience.
Limited narrative branching: While there are some loops and choices, the overall structure is relatively linear. Adding more branching paths could increase replayability and player interest.
To make the game less bland, consider:
Adding more states and locations
Increasing the number of choices in each state
Implementing more consequences for player actions
Expanding descriptions to create a richer narrative
Incorporating media elements
Creating more diverse paths through the game
#===============================================
# Text-Based Game Improvement Suggestions
## 1. Expand State Variety
- Add a new location: "Mountain Pass"
- Include states like "steep_climb", "avalanche_risk", "hidden_cave"
- Expand the "forest" location:
- Add states like "dense_thicket", "mysterious_clearing", "ancient_tree"
## 2. Increase Choice Diversity
- Add more choices to existing states. For example, in "village_start":
- "talk to elder"
- "visit market"
- "investigate strange noises"
- Ensure most states have at least 3 choices
## 3. Enhance Transition Complexity
- Create more interconnected states. For example:
- Allow travel between "forest" and "mountain_pass"
- Add shortcuts or secret passages between non-adjacent locations
## 4. Implement More Consequences
- Add consequences to more choices. For example:
- In "forest_forest":
- "forage for food" -> `lambda player: player.add_item('wild berries')`
- "take shortcut" -> `lambda player: player.update_status('lost')`
## 5. Enrich Descriptions
- Expand existing descriptions with more vivid details
- Example for "village_start":
```python
"description": "You wake up in a small village nestled between rolling hills. The air is filled with the scent of freshly baked bread and the sound of a distant waterfall. Villagers bustle about, whispering excitedly about a rumor of lost treasure."
```
## 6. Introduce Cyclic Content with Variations
- Add time-based changes to revisited locations
- Example:
```python
'village_start': {
"description": lambda player: f"You return to the village square. It's now {player.time_of_day()}. " +
("The market is bustling with activity." if player.time_of_day() == "day" else
"The streets are quiet, lit by flickering torches.")
}
```
## 7. Create Meaningful Dead Ends
- Add optional quests or side adventures
- Example: "help_lost_child" state in the village that doesn't progress main story but provides rewards
## 8. Integrate Media Elements
- Add placeholder media to enhance immersion:
```python
"media": [
{"type": "image", "url": "/api/placeholder/400/300", "alt": "A picturesque village at dawn"},
{"type": "sound", "url": "village_ambience.mp3"}
]
```
## 9. Enhance Narrative Progression
- Add a main quest storyline with multiple stages
- Introduce side quests for additional depth
## 10. Increase Player Agency
- Add more impactful choices that significantly alter the game's direction
- Implement a simple inventory or skill system that affects available choices
## 11. Extend Game Length
- Add more locations and states to create a longer, more involved adventure
- Implement quest chains that span multiple locations
## 12. Improve Replayability
- Add random events that can occur in each location
- Implement multiple endings based on player choices and achievements
#===============================================
# Updated Text-Based Game Configuration with Side Quest
## New State: help_lost_child
Add this new state to the 'village' section of your `all_states` dictionary:
```python
'village': {
# ... existing states ...
'help_lost_child': {
"description": "You encounter a crying child in the village square. They seem to have lost their way home.",
"choices": ['help child', 'ignore and continue'],
"transitions": {
'help child': 'village_child_quest',
'ignore and continue': 'village_start'
},
"consequences": {
'help child': lambda player: player.update_status('helping_child')
},
"media": []
},
'child_quest': {
"description": "You decide to help the lost child. After asking around and searching the village, you finally locate their home.",
"choices": ['return child', 'ask for reward'],
"transitions": {
'return child': 'village_child_reunion',
'ask for reward': 'village_child_reward'
},
"media": []
},
'child_reunion': {
"description": "You return the child to their grateful parents. They thank you profusely for your kindness.",
"choices": ['accept thanks', 'request reward'],
"transitions": {
'accept thanks': 'village_start',
'request reward': 'village_child_reward'
},
"consequences": {
'accept thanks': lambda player: player.update_status('local_hero')
},
"media": []
},
'child_reward': {
"description": "The child's parents offer you a small pouch of coins as a reward for your help.",
"choices": ['accept reward', 'decline reward'],
"transitions": {
'accept reward': 'village_start',
'decline reward': 'village_start'
},
"consequences": {
'accept reward': lambda player: player.add_item('coin pouch'),
'decline reward': lambda player: player.update_status('selfless_hero')
},
"media": []
},
}
```
## Updated Transitions
To incorporate this side quest into the existing game flow, we need to update some transitions in the 'village_start' state:
```python
'village': {
'start': {
"description": "You're in the village square. The usual bustle of village life surrounds you.",
"choices": ['explore village', 'gather supplies', 'rest', 'look around'], # Added 'look around'
"transitions": {
'explore village': 'village_rumor',
'gather supplies': 'village_supplies',
'rest': 'village_start',
'look around': 'village_help_lost_child' # New transition
},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
# ... other states ...
}
```
## Explanation of Changes
1. New States:
- `help_lost_child`: Introduces the side quest
- `child_quest`: Represents the process of helping the child
- `child_reunion`: Concludes the quest if you don't ask for a reward
- `child_reward`: Offers a choice to accept or decline a reward
2. Updated `village_start`:
- Added a new choice: 'look around'
- Added a new transition to `village_help_lost_child`
3. Consequences:
- Added status updates: 'helping_child', 'local_hero', 'selfless_hero'
- Added item reward: 'coin pouch'
These changes create a meaningful dead end by:
1. Providing an optional quest that doesn't directly progress the main treasure hunt story
2. Offering multiple choices within the side quest, allowing for different outcomes
3. Implementing consequences that affect the player's status or inventory, providing rewards for engagement
4. Allowing the player to return to the main story flow after completing (or ignoring) the side quest
This side quest adds depth to the village location, gives the player more to do, and provides character-building opportunities without derailing the main narrative. It also demonstrates how you can implement similar side quests or meaningful dead ends in other locations of your game.
#================================================================================
Certainly! Let's implement the "help_lost_child" side quest as a meaningful dead end in the village. This will add depth to the game without necessarily progressing the main story. Here's how we can incorporate this into your current configuration:
Updated Text-Based Game Configuration with Side QuestClick to open document
To further improve this side quest and make it even more engaging, you could consider:
Time sensitivity: Make the quest available only at certain times or for a limited number of turns.
Skill checks: If your game has a skill system, you could add checks for persuasion or perception that affect the outcome.
Long-term consequences: The status changes (like 'local_hero') could affect how NPCs interact with the player later in the game.
Branching outcomes: You could add more complex branches, such as the child being in actual danger, leading to a mini-adventure.
Would you like me to elaborate on any of these ideas or show how to implement them in your configuration?
```
### tipsupdatedconfigatbeinningofthisspace
```json
{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest', 'look around'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start', 'look around': 'village_help_lost_child'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
"help_lost_child": {
"description": "You encounter a crying child in the village square. They seem to have lost their way home.",
"choices": ['help child', 'ignore and continue'],
"transitions": {
'help child': 'village_child_quest',
'ignore and continue': 'village_start'
},
"consequences": {
'help child': lambda player: player.update_status('helping_child')
},
"media": []
},
"child_quest": {
"description": "You decide to help the lost child. After asking around and searching the village, you finally locate their home.",
"choices": ['return child', 'ask for reward'],
"transitions": {
'return child': 'village_child_reunion',
'ask for reward': 'village_child_reward'
},
"media": []
},
"child_reunion": {
"description": "You return the child to their grateful parents. They thank you profusely for your kindness.",
"choices": ['accept thanks', 'request reward'],
"transitions": {
'accept thanks': 'village_start',
'request reward': 'village_child_reward'
},
"consequences": {
'accept thanks': lambda player: player.update_status('local_hero')
},
"media": []
},
"child_reward": {
"description": "The child's parents offer you a small pouch of coins as a reward for your help.",
"choices": ['accept reward', 'decline reward'],
"transitions": {
'accept reward': 'village_start',
'decline reward': 'village_start'
},
"consequences": {
'accept reward': lambda player: player.add_item('coin pouch'),
'decline reward': lambda player: player.update_status('selfless_hero')
},
"media": []
},
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return_return'},
"media": []
},
},
"village_return": {
"return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}
```
---
## Platform Export Templates
### ExampleTwineFileStructureasInitialPrompt
```
:: StoryData
{
"ifid": "12345678-9abc-def0-1234-56789abcdef0",
"format": "SugarCube",
"format-version": "2.35.0",
"start": "Startup"
}
:: Startup [startup]
<<set $role = "" >>
<<set $guardReputation = 0>>
<<set $guardAuthority = 0>>
<<set $merchantWealth = 0>>
<<set $merchantSecurity = 0>>
<<set $villagerKnowledge = 0>>
<<set $villagerTrust = 0>>
<<set $guardApproach = "" >>
<<set $merchantAction = "" >>
<<set $villagerAction = "" >>
Welcome to the story!
This time, your character�s **stats** will matter. Your decisions will affect these metrics, which will shape the final outcome.
[[Choose Your Role|Choose Role]]
:: Choose Role
You can experience the upcoming events as one of three roles:
* [[Be a Guard|SetGuard]]
* [[Be a Merchant|SetMerchant]]
* [[Be a Villager|SetVillager]]
:: SetGuard
<<set $role = "Guard">>
<<set $guardReputation = 5>>
<<set $guardAuthority = 5>>
You don the Guard�s mantle. Your starting stats:
**Reputation:** 5
**Authority:** 5
<<goto "Market Riot">>
:: SetMerchant
<<set $role = "Merchant">>
<<set $merchantWealth = 10>>
<<set $merchantSecurity = 3>>
You take the role of a Merchant. Your starting stats:
**Wealth:** 10
**Security:** 3
<<goto "Market Riot">>
:: SetVillager
<<set $role = "Villager">>
<<set $villagerKnowledge = 2>>
<<set $villagerTrust = 5>>
You become a Villager. Your starting stats:
**Knowledge:** 2
**Trust:** 5
<<goto "Market Riot">>
:: Market Riot
The marketplace is in chaos. Shouts and screams echo between the stalls.
<<if $role === "Guard">>
You see your fellow guards struggling to hold the line. This is your moment to either prove your dedication or risk your standing.
**Current Stats:** Reputation: $guardReputation, Authority: $guardAuthority
<<endif>>
<<if $role === "Merchant">>
Overturned carts and scattered goods mean losses. How you respond could preserve or squander your wealth and security.
**Current Stats:** Wealth: $merchantWealth, Security: $merchantSecurity
<<endif>>
<<if $role === "Villager">>
Your neighbors panic. How you handle this crisis could increase your knowledge of the town�s issues or build trust among the people.
**Current Stats:** Knowledge: $villagerKnowledge, Trust: $villagerTrust
<<endif>>
[[Observe more details|Market Details]]
[[View Stats|Stats]]
:: Market Details
The riot intensifies. Guards form a barrier, vendors cry for help, and villagers seek shelter.
<<if $role === "Guard">>
A suspicious figure darts behind a stall. You can:
* [[Pursue the figure|GuardAction_Pursue]]
* [[Hold the line|GuardAction_Hold]]
<<endif>>
<<if $role === "Merchant">>
Your ledger is underfoot.
* [[Retrieve the ledger (risking harm)|MerchantAction_Retrieve]]
* [[Seek safety and abandon the ledger|MerchantAction_Safety]]
<<endif>>
<<if $role === "Villager">>
Rumors swirl about corrupt officials.
* [[Listen and gather info|VillagerAction_Listen]]
* [[Calm the crowd and dispel rumors|VillagerAction_Calm]]
<<endif>>
[[View Stats|Stats]]
:: GuardAction_Pursue
<<set $guardApproach = "pursue">>
<<set $guardReputation += 2>>
<<set $guardAuthority -= 1>>
You chase the suspicious figure, boosting your reputation but weakening your authority for leaving your post.
[[Next|Market Aftermath]]
:: GuardAction_Hold
<<set $guardApproach = "hold">>
<<set $guardReputation -= 1>>
<<set $guardAuthority += 2>>
You hold the line, reinforcing your authority but losing a bit of daring reputation.
[[Next|Market Aftermath]]
:: MerchantAction_Retrieve
<<set $merchantAction = "retrieve">>
<<set $merchantWealth += 1>>
<<set $merchantSecurity -= 2>>
You dive into danger, salvaging your ledger (+Wealth) but feeling less secure.
[[Next|Market Aftermath]]
:: MerchantAction_Safety
<<set $merchantAction = "safety">>
<<set $merchantWealth -= 2>>
<<set $merchantSecurity += 1>>
You choose personal safety over profit, losing some wealth but feeling more secure.
[[Next|Market Aftermath]]
:: VillagerAction_Listen
<<set $villagerAction = "listen">>
<<set $villagerKnowledge += 3>>
<<set $villagerTrust -= 1>>
You gather information quietly, increasing knowledge but losing a bit of trust.
[[Next|Market Aftermath]]
:: VillagerAction_Calm
<<set $villagerAction = "calm">>
<<set $villagerKnowledge -= 1>>
<<set $villagerTrust += 2>>
You try to calm everyone, increasing trust at the expense of missing out on details.
[[Next|Market Aftermath]]
:: Market Aftermath
As the riot disperses, the final scene reflects both your role and your stats:
<<if $role === "Guard">>
**Final Stats:** Reputation: $guardReputation, Authority: $guardAuthority
<<if $guardApproach === "pursue">>
You found clues about instigators. Your higher reputation means the captain respects your initiative, even if your authority slipped.
<<elseif $guardApproach === "hold">>
You maintained order. Solid authority assures your superiors you�re reliable, though less bold than some.
<<endif>>
<<endif>>
<<if $role === "Merchant">>
**Final Stats:** Wealth: $merchantWealth, Security: $merchantSecurity
<<if $merchantAction === "retrieve">>
Your ledger ensures long-term financial potential despite feeling more vulnerable now.
<<elseif $merchantAction === "safety">>
You�re poorer but safer, alive to rebuild another day.
<<endif>>
<<endif>>
<<if $role === "Villager">>
**Final Stats:** Knowledge: $villagerKnowledge, Trust: $villagerTrust
<<if $villagerAction === "listen">>
With greater knowledge, you�re poised to influence future events, though some neighbors mistrust your quiet gathering of intel.
<<elseif $villagerAction === "calm">>
Higher trust ensures your opinions hold weight in the community, even if you know fewer specifics.
<<endif>>
<<endif>>
**Try playing again to see how different choices shape your stats and outcomes.**
[[Restart|Startup]]
[[View Stats|Stats]]
:: Stats
**Your Stats:**
<<if $role === "Guard">>>
- Reputation: $guardReputation
- Authority: $guardAuthority
<<endif>>
<<if $role === "Merchant">>>
- Wealth: $merchantWealth
- Security: $merchantSecurity
<<endif>>
<<if $role === "Villager">>>
- Knowledge: $villagerKnowledge
- Trust: $villagerTrust
<<endif>>
[[Return|Market Aftermath]]
```
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