CrimsonHunter/draft/README.md

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2025-02-22 13:21:34 +00:00
# Interactive Story Draft v0.5
- **File Format:** `.isd`
The Interactive Story Draft (ISD) format is a story format language designed for drafting interactive fiction before implementation in Twines Harlowe or similar engines. It allows authors to structure branching narratives, define conditions, and track variables efficiently.
---
## Specifications
1. **Passages:**
- **Syntax:** `# PassageName`
- **Description:** Defines a new passage or section in the story.
2. **Links:**
- **Syntax:** `[[Link Text -> TargetPassage]]`
- **Description:** Creates a navigational link to another passage.
3. **Variables:**
- **Syntax:** `$variableName`
- **Description:** Represents a variable to track states or information.
4. **Variable Assignment:**
- **Syntax:** `(set: $variableName to value)`
- **Description:** Assigns a value to a variable.
5. **Input Variable**:
- **Syntax:** `(input: $userVariable, "Placeholder")`
- **Description:** Allows the user to input data.
6. **Conditional Statements:**
- **Syntax:** `(if: condition)[Text if true]`
- **Description:** Displays text or content based on a condition.
7. **Else Clause:**
- **Syntax:** `(else:)[Text if false]`
- **Description:** Follows an `(if:)` statement to handle the false condition.
8. **Drop down:**
- **Syntax:** ``(dropdown: $variableName to "Option 1", "Option 2")``
- **Description:** Assigns a drop down menu with the given strings as options.
9. **Random Number Generation:**
- **Syntax:** `(set: $variableName to (random: min, max))`
- **Description:** Sets a variable to a random number between `min` and `max`.
10. **Text Styling:**
- **Syntax:** `''italic''`, `'''bold'''`, `^^superscript^^`, `~~subscript~~`
- **Description:** Applies basic text formatting.
## Example
```
# Introduction
Welcome to your adventure! You find yourself at a crossroads.
[[Take the left path -> LeftPath]]
[[Take the right path -> RightPath]]
# LeftPath
You walk down the left path and encounter a mysterious stranger.
(set: $hasKey to true)
The stranger gives you a key.
[[Continue -> Crossroads]]
# RightPath
You walk down the right path and find a locked door.
(if: $hasKey)[
You use the key to unlock the door and discover a treasure!
]
(else:)[
The door is locked. You need a key to open it.
]
[[Return to the crossroads -> Crossroads]]
# Crossroads
You're back at the crossroads.
[[Take the left path -> LeftPath]]
[[Take the right path -> RightPath]]
```