https://github.com/ThePix/quest/wiki/YAML-to-Quest-(using-Ruby)
Everyone has played with this, right?
It makes mapping out the world a breeze!
It's great!
I only played with it for a minute, but I didn't miss using >
or <
one bit!
Here's another little example. It's the bee's knees!
I typed this up and saved it as quest.yml:
- Name: Parsing Area
Desc: The parser isn't here right now. (There must be a glitch somewhere!)
- Name: STD IN
Inside: true
Desc: This is where all the information flows down into deepest depths of this world.
South: Parsing Area
Objs:
bytes: You count the bytes, then simplify. 69.105 Kilobytes.
glitch: It's make your head hurt a little when you look into the glitch. (You don't like seeing all the source code.)
Then I copied The Pixie's code (YamlToQuest.rb, from the above link), ran it, and it spit this out for me:
<object name="parsing_area">
<inherit name="editor_room" />
<alias>Parsing Area</alias>
<description><![CDATA[The parser isn't here right now. (There must be a glitch somewhere!)]]></description>
<exit alias="north" to="std_in">
<inherit name="northdirection" />
</exit>
</object>
<object name="std_in">
<inherit name="editor_room" />
<alias>STD IN</alias>
<description><![CDATA[This is where all the information flows down into deepest depths of this world.]]></description>
<inside />
<object name="bytes">
<inherit name="editor_object" />
<alias>bytes</alias>
<scenery/>
<description><![CDATA[You count the bytes, then simplify. 69.105 Kilobytes.]]></description>
</object>
<object name="glitch">
<inherit name="editor_object" />
<alias>glitch</alias>
<scenery/>
<description><![CDATA[It's make your head hurt a little when you look into the glitch. (You don't like seeing all the source code.)]]></description>
</object>
<exit alias="south" to="parsing_area">
<inherit name="southdirection" />
</exit>
</object>
I copied that and pasted it underneath the line </game>
, and saved myself about, well about 1 minute in this instance, but I'm thinking it will reduce world-creation time by at least twenty-five percent!
I have updated this so you can add a prefix to all the object names... just in case you use as part of a group project.
This is awesome, Pixie!
I don't know how I missed this last post! I was just playing with this again, came back to reference the old code, and I found a small treasure!
Pixie,
OBJECT_PREFIX = "rh_"
- Reservation
- Name: Biggum Field
Desc: There is nothing to see here, except for your teepee, which is to the north.
- Name: Teepee
Inside: true
Desc: This is the teepee you grew up in. (Not very much to see here, either.)
South: Biggum Field
Objs:
tomahawk: It's your trusty tomahawk.
The above will output the below:
<object name="reservation">
<inherit name="editor_room" />
<object name="biggum_field">
<inherit name="editor_room" />
<alias>Biggum Field</alias>
<description><![CDATA[There is nothing to see here, except for your teepee, which is to the north.]]></description>
<exit alias="north" to="teepee">
<inherit name="northdirection" />
</exit>
</object>
<object name="teepee">
<inherit name="editor_room" />
<alias>Teepee</alias>
<description><![CDATA[This is the teepee you grew up in. (Not very much to see here, either.)]]></description>
<inside />
<object name="tomahawk">
<inherit name="editor_object" />
<alias>tomahawk</alias>
<scenery/>
<description><![CDATA[It's your trusty tomahawk.]]></description>
</object>
<exit alias="south" to="biggum_field">
<inherit name="southdirection" />
</exit>
</object>
</object>
I couldn't get the text processor stuff to work, but that's perfectly fine.
I also tried to doctor the script so it would make a room a gateway...
I could get it to add <gateway_dimension />
, but I couldn't get it to add <inherit name="gateway_type" />
.
I will play with it more later...