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| """ | |
| Timeline features, game mechanics inspirations, and mermaid story structures | |
| """ | |
| timeline_components = [ | |
| "Story progression tracker", | |
| "Inventory management system", | |
| "Character stat system", | |
| "Quest log", | |
| "Achievement system", | |
| "NPC relationship tracker", | |
| "Time and weather simulation", | |
| "Economy and trading system", | |
| "Crafting system", | |
| "Skill tree", | |
| "Dialogue manager", | |
| "Combat system", | |
| "Save/Load system", | |
| "Random event generator", | |
| "Faction reputation system" | |
| ] | |
| # Decisions (and context explanation) | |
| timeline_decision_features = [ | |
| "Moral alignment system (good/neutral/evil)", | |
| "Consequence ripple effect (choices affect multiple future events)", | |
| "Timed decisions (limited time to choose)", | |
| "Hidden choices (unlocked by specific conditions)", | |
| "Context-sensitive options (choices change based on character stats/items)", | |
| "Dialogue trees with branching paths", | |
| "Risk/reward choices (high risk, high reward options)", | |
| "Character personality development through choices", | |
| "Relationship-altering decisions", | |
| "Story-altering key decisions", | |
| "Multi-step decision processes", | |
| "Decision journals (recap of major choices)", | |
| "Faction-based decisions", | |
| "Profession or class-specific choices", | |
| "Ethical dilemmas with no clear 'right' answer" | |
| ] | |
| # Nested Sections | |
| timeline_nested_section_ideas = [ | |
| "Multilevel dungeons", | |
| "City districts with sub-locations", | |
| "Planetary system with multiple explorable planets", | |
| "Dreamworld with nested dreams", | |
| "Time periods (past, present, future) with sub-events", | |
| "Parallel universes with alternate versions of locations", | |
| "Miniature worlds inside objects", | |
| "Body systems (for a medical game or body-exploration adventure)", | |
| "Nested memories or flashbacks", | |
| "Virtual reality levels within the game world", | |
| "Dimensional rifts with sub-dimensions", | |
| "Organizational hierarchies (e.g., crime family structure)", | |
| "Ecosystem layers (e.g., forest canopy, understory, forest floor)", | |
| "Nested puzzles (solving one unlocks another)", | |
| "Matryoshka doll-like structures with hidden secrets" | |
| ] | |
| # Media (Especially to affect decisions) | |
| timeline_media_integration = [ | |
| "Dynamic background music changing with mood/tension", | |
| "Character portrait changes reflecting emotional states", | |
| "Environmental sound effects influencing player choices", | |
| "Visual cues (color schemes, lighting) hinting at outcomes", | |
| "Cinematic cutscenes revealing crucial information", | |
| "Interactive maps updating with player discoveries", | |
| "Voice acting with tone influencing trustworthiness", | |
| "Symbolic imagery foreshadowing consequences", | |
| "Augmented reality overlays providing decision hints", | |
| "Character theme motifs indicating importance of NPCs", | |
| "Weather effects reflecting story mood", | |
| "Dream sequences visualizing potential outcomes", | |
| "Time-lapse visuals showing long-term effects of choices", | |
| "Split-screen effects for simultaneous events", | |
| "Flashback scenes providing context for decisions" | |
| ] | |
| # Replayability (GTA and Tekken type mechanics in text form) | |
| timeline_replayability_features = [ | |
| "Multiple character origins with unique storylines", | |
| "Randomized side quests and events", | |
| "Unlockable skills and abilities for subsequent playthroughs", | |
| "New Game+ mode with increased difficulty and rewards", | |
| "Alternative routes to objectives", | |
| "Hidden endings based on specific choices or achievements", | |
| "Character customization affecting story and gameplay", | |
| "Faction system with different allegiances each playthrough", | |
| "Time-based events that change on each playthrough", | |
| "Roguelike elements (permadeath, procedural generation)", | |
| "Challenge modes (speed runs, minimalist runs)", | |
| "Branching skill trees with mutually exclusive paths", | |
| "Collectibles that unlock new content or lore", | |
| "Dynamic world events that evolve differently each time", | |
| "Secret characters or modes to unlock" | |
| ] | |
| # Theme integration (Modified Variables that affect UI or config order) | |
| timeline_theme_integration = [ | |
| "Dynamic UI color schemes based on location or story progress", | |
| "Font styles changing with different eras or dimensions", | |
| "Adaptive music system reflecting current theme", | |
| "UI element shapes and designs matching the current environment", | |
| "Loading screen tips and lore adapted to current theme", | |
| "Cursor or pointer design changing with themes", | |
| "Theme-specific animations for transitions between scenes", | |
| "Variable text descriptors (e.g., 'cold' vs 'scorching' based on environment)", | |
| "Themed icons for inventory and skills", | |
| "Background textures or patterns reflecting current setting", | |
| "Character portrait frames styled to match the theme", | |
| "Theme-specific sound effects for UI interactions", | |
| "Adaptive difficulty adjustments based on chosen theme", | |
| "Mini-map or navigation elements styled to fit the theme", | |
| "Theme-specific filters or overlays for the game view" | |
| ] | |
| # GTA Heists - Same Map with overlapping branching narratives | |
| gta_heist_inspired = [ | |
| "Multiple missions/quests available in the same location", | |
| "Choices in one quest affect options in others", | |
| "Time-sensitive missions that change the environment", | |
| "Characters that appear in multiple storylines with different roles", | |
| "Hidden connections between seemingly unrelated quests", | |
| "Replay value through different approaches to the same heist", | |
| "Dynamic difficulty based on previous mission outcomes", | |
| "Unlockable areas within the same map as story progresses", | |
| "Consequences of actions affecting the game world and future missions", | |
| "Team assembly mechanics for different skill combinations", | |
| "Planning phase before execution of major quests", | |
| "Risk/reward choices for mission approach (stealth vs. aggressive)", | |
| "Easter eggs and secrets hidden within the familiar environment", | |
| "Alternate endings based on cumulative choices across multiple quests", | |
| "NPC relationships affected by actions in different storylines" | |
| ] | |
| # Battlefront - Elites amongst Commoners | |
| battlefront_inspired = [ | |
| "Player can switch between 'grunt' and 'hero' modes", | |
| "Special abilities or items only available to 'elite' characters", | |
| "Earning 'elite' status through exemplary performance", | |
| "Time-limited elite transformations", | |
| "Missions where player commands both elites and regular units", | |
| "Elites with unique storylines and dialogue options", | |
| "Risk of losing elite status through poor performance", | |
| "Elite characters influencing morale of common units", | |
| "Unlockable elite characters with diverse abilities", | |
| "Missions requiring coordination between elites and common units", | |
| "Elite vs Elite showdowns as climactic events", | |
| "Common units gaining experience to become elites over time", | |
| "Elites having a larger impact on the story and world events", | |
| "Special elite-only areas or quests", | |
| "Dynamic difficulty adjustment when playing as elite characters" | |
| ] | |
| # Tekken Casino (one mistake = 1/2 or 1/3 of your Resources) | |
| tekken_casino_inspired = [ | |
| "High-stakes dialogue options with major resource loss for wrong choices", | |
| "Timed decision-making with harsh penalties for indecision", | |
| "Mini-games where a single mistake can cost significant resources", | |
| "Opportunities to 'double or nothing' on quest rewards", | |
| "Character skills affecting the odds of success in risky situations", | |
| "Resource management system with high-risk, high-reward options", | |
| "Combo system for dialogue or actions, breaking combo loses resources", | |
| "Unlockable 'retry' options at the cost of resources", | |
| "Progressive difficulty increase, with higher stakes for each level", | |
| "Special 'all-in' options for desperate situations", | |
| "Random events that can dramatically increase or decrease resources", | |
| "Skill-based challenges with variable resource rewards/penalties", | |
| "NPC interactions where trust is a resource that can be rapidly lost", | |
| "Timed exploration with resource drain for inefficiency", | |
| "Boss encounters with escalating stakes for each phase" | |
| ] | |
| # Turn-based: 'Tactics' type nintendo games | |
| tactics_inspired = [ | |
| "Grid-based movement and action system", | |
| "Unit positioning affecting attack effectiveness and vulnerability", | |
| "Diverse character classes with unique abilities and weaknesses", | |
| "Terrain effects on movement and combat", | |
| "Action points system for balancing multiple actions per turn", | |
| "Status effects persisting across multiple turns", | |
| "Synergy bonuses for complementary unit combinations", | |
| "Permadeath or severe consequences for unit loss", | |
| "Weapon triangle or elemental weakness system", | |
| "Experience and leveling system for units", | |
| "Limited resource management (e.g., mana, ammo) across battles", | |
| "Multi-stage battles with changing objectives", | |
| "Recruitment system for expanding team roster", | |
| "Weather or time-of-day effects on battlefield conditions", | |
| "Morale system affecting unit performance" | |
| ] | |
| # Chess (and any other tile-based game) | |
| chess_inspired = [ | |
| "Different 'pieces' with unique movement and action patterns", | |
| "Objective-based victory conditions (e.g., capturing the 'king')", | |
| "Limited 'board' space creating positioning challenges", | |
| "Sacrificial strategies for long-term advantage", | |
| "Opening, mid-game, and end-game phases with different strategies", | |
| "Promotion system for 'pieces' reaching certain positions", | |
| "Check and checkmate concepts for imminent defeat conditions", | |
| "En passant-like special moves under specific circumstances", | |
| "Castling-inspired defensive or positioning special actions", | |
| "Pawn-like expendable units with potential for growth", | |
| "Stalemate possibilities leading to draw outcomes", | |
| "Time control mechanics for decision-making", | |
| "Algebraic notation for recording and replaying game states", | |
| "Handicap system for balancing player skill differences", | |
| "Puzzle-like scenarios with optimal solution paths" | |
| ] | |
| # Cyberpunk RED (adapting tabletop RPG rules for text-based gameplay) | |
| cyberpunk_red_inspired = [ | |
| "Skill-based character creation with points allocation", | |
| "Netrunning mechanics for hacking and virtual world exploration", | |
| "Cybernetic enhancements with both benefits and drawbacks", | |
| "Social status and reputation systems affecting interactions", | |
| "Complex crafting system for weapons and gadgets", | |
| "Trauma Team-like emergency services as game mechanic", | |
| "Corporation-controlled zones with varying rule sets", | |
| "Lifepath system affecting character background and abilities", | |
| "Street slang glossary influencing dialogue options", | |
| "Critical injury system with lasting effects", | |
| "Improvised weapon creation from environment", | |
| "Data mining and information brokering as key gameplay elements", | |
| "Cyberpsychosis risk for excessive augmentation", | |
| "Night City-inspired district exploration with distinct subcultures", | |
| "Fixer-based job acquisition and reputation building" | |
| ] | |
| # Community playthrough - Tally of players' choices | |
| community_playthrough = [ | |
| "Global choice statistics visible to all players", | |
| "Weekly community challenges based on least-chosen options", | |
| "Adaptive storytelling influenced by majority choices", | |
| "Community-unlocked content when certain choice thresholds are met", | |
| "Leaderboards for most unique choice combinations", | |
| "Time-limited voting on major story decisions", | |
| "Character popularity contests affecting NPC prominence", | |
| "Community-driven side quest creation", | |
| "Collaborative puzzle solving with choice aggregation", | |
| "Dynamic difficulty adjustment based on community performance", | |
| "Seasonal events with community-wide consequences", | |
| "Faction wars where player choices determine outcomes", | |
| "Community achievements unlocking special game modes", | |
| "Player choice heat maps for game areas", | |
| "Periodic resets allowing community to reshape the game world" | |
| ] | |
| # Random item placed in a random location - first person to get it wins | |
| random_item_hunt = [ | |
| "Daily randomized legendary item hunts", | |
| "Clue system hinting at item location based on player actions", | |
| "Item location narrowing over time to increase tension", | |
| "Multiple item tiers with varying rarity and win conditions", | |
| "Limited-time windows for item discovery", | |
| "Collaborative and competitive modes for item hunting", | |
| "Randomized item powers affecting gameplay upon discovery", | |
| "Cursed items with negative effects to add risk", | |
| "Community-created hiding spots for items", | |
| "Item hunt leaderboards with speed and efficiency metrics", | |
| "Seasonal themed items with unique properties", | |
| "Hint sharing system among players", | |
| "Progressive clue unlocks for players lagging behind", | |
| "Randomized environmental hazards during item hunts", | |
| "Special game modes unlocked by finding rare items" | |
| ] | |
| # Survival by location or characters met | |
| survival_mechanics = [ | |
| "Location-based resource scarcity affecting survival strategies", | |
| "Character relationships influencing survival odds", | |
| "Dynamic weather system impacting survival difficulty", | |
| "Randomized disease outbreaks requiring specific remedies", | |
| "Crafting system adapted to location-specific materials", | |
| "NPC trust system affecting trade and assistance availability", | |
| "Time-based challenges for reaching safe locations", | |
| "Unique survival skills unlocked by meeting specific characters", | |
| "Randomized events testing different survival aspects", | |
| "Permadeath mode with character legacy system", | |
| "Base building mechanics adapted to different environments", | |
| "Seasonal changes affecting survival strategies", | |
| "Character-specific weaknesses requiring team-based survival", | |
| "Morale system influenced by character interactions and environment", | |
| "Scavenging missions with risk/reward balancing" | |
| ] | |
| # Additional community and randomization features | |
| bonus_features = [ | |
| "Player-created content voting and integration system", | |
| "Randomized daily quests with community-wide rewards", | |
| "Collaborative world-building events", | |
| "Dynamic economy based on player actions and random events", | |
| "Community-driven storyline branching", | |
| "Randomized character backstories affecting gameplay", | |
| "Player-run factions with territory control mechanics", | |
| "Periodic world resets with randomized layouts", | |
| "Community challenges requiring diverse skill combinations", | |
| "Randomized NPC behavior and dialogue options", | |
| "Player-created lore integration system", | |
| "Dynamic difficulty scaling based on community skill level", | |
| "Randomized ethical dilemmas with community-wide consequences", | |
| "Collaborative raid events against procedurally generated dungeons", | |
| "Community-driven development roadmap voting system" | |
| ] | |
| multiplayer_features = [ | |
| "Real-time cooperative puzzle solving", | |
| "Competitive leaderboards for speed runs or high scores", | |
| "Shared world events affecting all players simultaneously", | |
| "Player-vs-player mini-games or challenges", | |
| "Guild or clan system for group activities", | |
| "Trading system for in-game items or resources", | |
| "Multiplayer-exclusive quests or storylines", | |
| "Dynamic difficulty scaling based on group size and composition", | |
| "Shared base-building or territory control mechanics", | |
| "Cross-player skill or ability synergies" | |
| ] | |
| # Categorized lists | |
| existing_game_inspirations = [ | |
| gta_heist_inspired, | |
| battlefront_inspired, | |
| tekken_casino_inspired, | |
| tactics_inspired, | |
| chess_inspired, | |
| cyberpunk_red_inspired | |
| ] | |
| feature_lists = [ | |
| community_playthrough, | |
| random_item_hunt, | |
| survival_mechanics, | |
| bonus_features | |
| ] | |
| # All lists combined | |
| all_idea_lists = existing_game_inspirations + feature_lists + [multiplayer_features] | |
| # Create a list of all the idea lists for easy import and use | |
| all_idea_lists = [ | |
| gta_heist_inspired, | |
| battlefront_inspired, | |
| tekken_casino_inspired, | |
| tactics_inspired, | |
| chess_inspired, | |
| cyberpunk_red_inspired, | |
| community_playthrough, | |
| random_item_hunt, | |
| survival_mechanics, | |
| bonus_features | |
| ] | |
| # List names for reference | |
| list_names = [ | |
| "GTA Heists observations", "Battlefront observations", "Tekken 'Casino' observations", "Tactics Games observations", "Chess observations", | |
| "Cyberpunk RED observations", "Community Playthrough observations", "Random Item Hunt observations", | |
| "Survival Mechanics observations", "Bonus Features observations", "Multiplayer Features observations" | |
| ] | |
| #-------------------------#-------------------------#-------------------------#------------------------- | |
| mermaidstorystructures = { | |
| "Hidden Progression 1": | |
| """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": | |
| """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": | |
| """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": | |
| """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] | |
| """, | |
| } | |
| examplemermaidconceptblendingstrutures = { | |
| "Star Wars Bakery Example": | |
| """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""" | |
| } | |
| #-------------------------#-------------------------#-------------------------#------------------------- | |