Documentation

Version: 1.0

Getting Started

TexTperience is a text adventure game engine that helps users easily create their own interactive fiction. TexTperience offers features that allow a great amount of customization making your game unique.

Project

The project menu has all the functions related to projects. Projects exist as directories with the necessary files in them.

Edit

The edit menu contains the basic editing functions of a project such as adding a resource (Item, Room, Command, etc.) and undo/redo feature.

Test

The test menu has all the functions related to testing the game configuration. "Run" will simply the play the game as the player would see it. "Run (Debug)" will run the game with error messages shown in game. "Error Check" is a neat feature (excellent with large projects) that will read through your game configuration and point out obvious errors.

Help

The help menu gives links to helpful resources related to the program.

Tree View

The tree view contains all the game resources and can be organized with subfolders. The game resources are organized into 5 major resources, "Items", "Storages", "Rooms", "Commands", and "Triggers".

Work Area

The work area is where all the editors and subeditors will appear.

Game Settings

The game settings contains all the general, global, and appearance properties of the game such as name, icon, color, etc.

General

Globals

Appearance

Items

Items are the backbone of any text adventure game. They can be used as keys to unlock storages and rooms. Their descriptions can be used as clues for the player to use. They can also be used as requirements to use a command or set off a trigger.

Storages

Storages serve as a container for items. Games usually have a dedicated storage for player inventory or they can be placed in rooms for the player to explore. Storages are sub areas of the game that can have their own triggers and commands.

Rooms

Rooms are the main areas the player explores. Rooms can have exits which are other rooms the player can travel to. Rooms can have their own unique commands and triggers. Storages can be placed in them as well.

Commands

Commands execute an action sequence when the player enters the command name in the command line. Commands are used by the player for nearly all interaction with the game from quitting the game to picking up items.

Triggers

Triggers execute an action sequence when the game conditions are met. Triggers placed in rooms and storages will only be checked when the player is in that room or storage. Global triggers will be checked whereever the player is at. Triggers can have two conditions: 1, they can be pulled when required items are in a certain room/storage anywhere in the game; or 2, they will be pulled when the player arrives in a room/storage.

Actions

Actions are used by commands and triggers to tell the game what to do when they execute.

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