https://github.com/josepedrodias/non-linear
Experience a fighting fantasy book in the browser (WIP)
https://github.com/josepedrodias/non-linear
gamedev hackathon interactive-storytelling non-linear
Last synced: 10 months ago
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Experience a fighting fantasy book in the browser (WIP)
- Host: GitHub
- URL: https://github.com/josepedrodias/non-linear
- Owner: JosePedroDias
- Created: 2019-03-21T15:16:00.000Z (about 7 years ago)
- Default Branch: master
- Last Pushed: 2019-04-05T09:28:49.000Z (about 7 years ago)
- Last Synced: 2025-07-09T14:48:40.249Z (11 months ago)
- Topics: gamedev, hackathon, interactive-storytelling, non-linear
- Language: JavaScript
- Homepage: https://josepedrodias.github.io/non-linear/
- Size: 6.43 MB
- Stars: 4
- Watchers: 6
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# NOTE:
I rebooted this idea afterwards, this time with a smaller book and based on twine. Check it out:
## intro
We decided to adapt the [Fighting Fantasy](https://www.fightingfantasy.com/) book
[The Warlock of Firetop Mountain](https://www.amazon.co.uk/Fighting-Fantasy-Warlock-Firetop-Mountain/dp/1407181300)
## present times
- [play the game](https://josepedrodias.github.io/non-linear/)
- [documentation](documentation.md)
- [the book data we generated](adventure/scenes.json)
- [see the adventure graph](https://josepedrodias.github.io/non-linear/graph.html)
## hackaton
- [slides we used in the first 30s of the 90s hackaton pitch](https://www.slideshare.net/sabatlisbon/non-linear-pixel-camp-30)
- [video of the pitch](https://photos.app.goo.gl/69inzVLBQDpFXFHq5)
### small history of how it rolled out
- we decided on doing this as these books were part of our childhood and are a good example of an interactive narrative
- we chose this book as it is the first one and popular
- we found the book in PDF and a word version - we used the former as reference and the 2nd to extract the text and images
- we started to manually parse the narrative into 400 sections with different interaction modes to grasp the features necessary to describe the game rules (these took a lot of time and iterations)
- in parallel a parser was initiated to try to automate the easier, most common actions to try and cover most of the game
- the result of our interpretation of the game can be found in adventure/narrative and scenes json files - the first one was by hand and is deprecated, the second one based on the parsing and hand-tailored to describe the most we could
- the extracted data was converted into a graph several times (graphviz FTW). this allowed us to find errors and aided us in understanding the best book paths to solve the book
- we started with the most basic layout and theme possible. somewhere in the last 24h work was done to make it look decent and stylish