""" Variables moved to make reading a bit easier
ctrl+f - #-------------------------#-------------------------#-------------------------#-------------------------
Game Ideas for LLM prompts
FAQ and RAG data and prompt engineering
Default Config - JS config
Autostructure suggestor?
Initial Game Config
Comporation between inital and edited - with suggestions in between
Test if HTML can load in HTML gradio component
"""
GameIdeasForPromptstodiscusswithSOTALLM = ["Programming Interview", "Coaching an NPC into the main character", "High pressure environment eg. Chefs Kitchen, Pitstop", "Moral Injury"]
#-------------------------------------------------------------------------------------------------------------------------
#Supposed to be part of FAQ buttons
Frontendpromptengforguide = """Suggest descriptions for media to fill the empty media fields -
{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": [
"explore village",
"gather supplies",
"rest"
],
"transitions": {
"explore village": "village_rumor",
"gather supplies": "village_supplies",
"rest": "village_start"
},
"consequences": {
"gather supplies": {}
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": [
"decide to go",
"ignore"
],
"transitions": {
"decide to go": "village_supplies",
"ignore": "village_start"
},
"consequences": {
"decide to go": {}
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": [
"head to forest",
"stay in village"
],
"transitions": {
"head to forest": "forest_forest",
"stay in village": "village_start"
},
"media": []
}
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": [
"travel further",
"return to village"
],
"transitions": {
"travel further": "ruins_ruins",
"return to village": "village_start"
},
"media": []
}
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": [
"enter ruins",
"return to forest"
],
"transitions": {
"enter ruins": "ruins_explore",
"return to forest": "forest_forest"
},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": [
"solve puzzle",
"avoid traps"
],
"transitions": {
"solve puzzle": "ruins_hiddenPassage",
"avoid traps": "ruins_ruins"
},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": [
"enter passage",
"go back"
],
"transitions": {
"enter passage": "ruins_treasureRoom",
"go back": "ruins_explore"
},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": [
"take treasure",
"leave"
],
"transitions": {
"take treasure": "ruins_celebrate",
"leave": "ruins_ruins"
},
"consequences": {
"take treasure": {}
},
"media": []
},
"celebrate": {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": [
"return to village"
],
"transitions": {
"return to village": "village_return"
},
"media": []
}
},
"village_return": {
"village_return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": [
"end adventure"
],
"transitions": {
"end adventure": "end_end"
},
"media": []
}
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
}
}
}
"""
FAQAllprompts = {
"Example Workflow": [
("I am writing a story about a chef. Please write dishes to appear on the menu.", " - I am writing a story about a chef. Please write dishes to appear on the menu."),
("Lets brainstorm some decisions a chef would take", " - What are the most common decisions that a chef story would include?"),
("Lets brainstorm some problems a chef would face", " - What are the kinds problems that a chef story would include?"),
("Lets brainstorm some goals the chef would have", " - What are the kinds of out of reach goals that a chef story would include?"),
("Please help me add to config that I pasted", " - Continue the pasted config from any complete block."),
("Help me think of images for a chef story", ". Help me think of images for a chef story")
],
"FAQ": [
("Help me make a story", "- Explain to the user that they need to come up with a list of decisions, and then choose themes and then do the setting in characters and add some examples for each step:"),
],
"Brainstorming for this space": [
("Help me make a story", "- Explain to the user that they need to come up with a list of decisions, and then choose themes and then do the setting in characters and add some examples for each step:"),
],
"Expansive Problem solving": [
("My problem to solve is", "- please make 10 sub problems have to solve from this:"),
("My process to solve is", "- please make 10 sub processes have to solve from this:"),
("My goal to solve is", "- please make 10 sub goals have to solve from this:"),
("My task to solve is", "- please make 10 sub tasks have to solve from this:"),
("My phase to solve is", "- please make 10 sub phases have to solve from this:"),
("My component to solve is", "- please make 10 sub components have to solve from this:"),
("My element to solve is", "- please make 10 sub elements have to solve from this:"),
("A brief description of my current situation:", "- please list the most important task to pay attention to:"),
("A brief description of my current situation to analyse:", "- please conduct a situational analysis:"),
("A brief description of my current situation to decompose:", "- please conduct a problem decomposition:"),
],
}
Storycraftprompts = ["Write a 3 sentence story",
"Great, Lets rewrite the story (keep as much of it as possible) with F1 as our thematic source",
"Great, Next for each sentence make decisions for a player in a text game"]
# Sample knowledge base (replace with your own data)
knowledge_base = [
{"id": "doc1", "content": "The capital of France is Paris."},
{"id": "doc2", "content": "Python is a popular programming language."},
{"id": "doc3", "content": "Machine learning is a subset of artificial intelligence."},
{"id": "doc4", "content": "The Earth orbits around the Sun."},
{"id": "doc5", "content": "Orbits is the name of a korean fangroup"},
{"id": "doc6", "content": "The capital of France is Paris. It's known for the Eiffel Tower."},
{"id": "doc7", "content": "The capital of Italy is Rome. It's famous for the Colosseum."},
{"id": "doc8", "content": "Python is a popular programming language, known for its simplicity."},
{"id": "doc9", "content": "Java is a widely-used programming language, valued for its portability."},
{"id": "doc10", "content": "Deep learning is a part of machine learning based on artificial neural networks."},
{"id": "doc11", "content": "Law is a Tekken character"},
{"id": "doc12", "content": "The law is very complicated"},
]
#-------------------------#-------------------------#-------------------------#-------------------------
# Default configuration template
default_config = {
'background': '/AutoGameBackgrounds/1stGameLoc123.png',
'inventory': [],
'skills': [],
'objectives': [],
'targets': [],
'story': [],
'actions': {}
}
#-------------------------#-------------------------#-------------------------#-------------------------
# List of player engagement UI elements
player_engagement_items = [
"Health Bar", "Mana/Energy Bar", "Experience Bar", "Mini-Map", "Quest Tracker",
"Inventory Quick Access Slots", "Skill Cooldown Indicators", "Currency Display",
"Compass", "Timer/Clock", "Action Prompts", "Reticle/Crosshair", "Enemy Health Bars",
"Score Display", "Inventory Grid", "Item Tooltip", "Item Categories/Tabs",
"Equip/Unequip Buttons", "Item Sorting Options", "Character Stats Panel",
"Character Model Viewer", "Quick Equip Slots", "Dialogue Box", "Dialogue Choices",
"Character Portraits", "Character Name Display", "Subtitle Text", "World Map",
"Local Map", "Fast Travel Points", "Map Markers", "Map Legend", "Crafting Recipe List",
"Ingredient Slots", "Craft Button", "Crafting Progress Bar", "Skill Nodes",
"Skill Descriptions", "Skill Point Counter", "Unlock Button", "Skill Path Highlight",
"Quest List", "Quest Details Panel", "Quest Objectives", "Quest Rewards",
"Quest Status Indicators", "Chat Box", "Player List", "Voice Chat Indicators",
"Ping/Latency Indicator", "Party/Team UI", "Scoreboard", "Matchmaking Screen",
"Pop-up Notifications", "Achievement Unlocks", "System Messages",
"On-screen Key Prompts", "Environmental Interaction Icons", "Save/Auto-Save Indicators",
"Credits Screen"
]
# List of character-based story events
story_events = [
'exploreLocation', 'discoverClue', 'meetCharacter', 'solveRiddle', 'findItem',
'faceChallenge', 'makeDecision', 'engageBattle', 'unlockAbility', 'learnSecret',
'completeMission', 'experienceSetback', 'earnReward', 'uncoverMystery', 'formAlliance',
'faceBetrayal', 'confrontNemesis', 'makeDiscovery', 'overcomeLoss', 'achieveVictory'
]
#-------------------------#-------------------------#-------------------------#-------------------------
# Define the states
all_states = {
'village': {
'start': {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
'rumor': {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
'supplies': {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
},
'forest': {
'forest': {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
'ruins': {
'ruins': {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
'explore': {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
'hiddenPassage': {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
'treasureRoom': {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
'village_return': {
'village_return': {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
'end': {
'end': {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}
#-------------------------#-------------------------#-------------------------#-------------------------
#actual is not screen ready
originalconfigatbeinningofthisspace = """{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
"celebrate": {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
"village_return": {
"village_return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}"""
#Analyzing Game Configuration Metrics - was the thread name of where the
claude3_5_06072024configtips = """Example Config Development Tab - Claude 3.5 Sonnet as the LLM Assitant
This config is for a basic text based game engine I made with help many llms including you.
Thanks to all the help it loads which presented another problem, I dont have any structural metrics to assess the quality of the config.
What JSON things can we look at to see if it may be too bland for a person testing the game
Text-Based Game Configuration Analysis
1. State Variety
Total number of states: 13
Number of unique locations: 5 (village, forest, ruins, village_return, end)
2. Choice Diversity
Average choices per state: 1.92
States with no choices: 1 (end state)
States with most choices: 3 (village_start with 3 choices)
Unique choices across all states: 17
3. Transition Complexity
Total number of transitions: 25
Average transitions per state: 1.92
States with most transitions: 3 (village_start with 3 transitions)
4. Consequence Implementation
States with consequences: 3
Total number of consequences: 3
Types of consequences: Adding items, Updating knowledge
5. Description Length
Average description length: 13.15 words
Longest description: 24 words (village_return)
Shortest description: 4 words (village_supplies)
6. Cyclic Paths
Presence of loops: Yes (e.g., village_start -> village_supplies -> village_start)
7. Dead Ends
Number of dead ends: 1 (end state)
8. Media Integration
States with media: 0
Total media elements: 0
9. Narrative Progression
Clear beginning (village_start) and end (end) states
Multiple paths to reach the end
10. Player Agency
Choices affect game progression
Some choices have consequences (3 instances)
11. Game Length
Minimum steps to complete: 6 (village_start -> village_supplies -> forest_forest -> ruins_ruins -> ruins_explore -> ruins_hiddenPassage -> ruins_treasureRoom -> ruins_celebrate -> village_return -> end)
Maximum steps (including loops): Potentially infinite due to cycles
12. Replayability
Multiple paths through the game
Some variability in outcomes based on choices
#=============================================
To assess the quality and potential blandness of your game configuration, we can analyze several structural metrics within the JSON. Here are some aspects we can examine:
Text-Based Game Configuration AnalysisClick to open document
Based on this analysis, here are some observations about the potential blandness of the game:
Limited state variety: With only 13 states across 5 locations, the game might feel short and lacking in diversity. Consider adding more locations or states within existing locations.
Low average choices: An average of 1.92 choices per state might make the game feel linear. Increasing the number of choices in more states could improve player engagement.
Limited consequences: Only 3 states have consequences, which might make player choices feel less impactful. Adding more consequences could increase the sense of agency.
Short descriptions: The average description length of 13.15 words might not provide enough detail to immerse players. Consider expanding descriptions to create a richer narrative.
Lack of media: No states currently use media elements, which could make the game feel less engaging. Adding images, sound effects, or other media could enhance the player experience.
Limited narrative branching: While there are some loops and choices, the overall structure is relatively linear. Adding more branching paths could increase replayability and player interest.
To make the game less bland, consider:
Adding more states and locations
Increasing the number of choices in each state
Implementing more consequences for player actions
Expanding descriptions to create a richer narrative
Incorporating media elements
Creating more diverse paths through the game
#===============================================
# Text-Based Game Improvement Suggestions
## 1. Expand State Variety
- Add a new location: "Mountain Pass"
- Include states like "steep_climb", "avalanche_risk", "hidden_cave"
- Expand the "forest" location:
- Add states like "dense_thicket", "mysterious_clearing", "ancient_tree"
## 2. Increase Choice Diversity
- Add more choices to existing states. For example, in "village_start":
- "talk to elder"
- "visit market"
- "investigate strange noises"
- Ensure most states have at least 3 choices
## 3. Enhance Transition Complexity
- Create more interconnected states. For example:
- Allow travel between "forest" and "mountain_pass"
- Add shortcuts or secret passages between non-adjacent locations
## 4. Implement More Consequences
- Add consequences to more choices. For example:
- In "forest_forest":
- "forage for food" -> `lambda player: player.add_item('wild berries')`
- "take shortcut" -> `lambda player: player.update_status('lost')`
## 5. Enrich Descriptions
- Expand existing descriptions with more vivid details
- Example for "village_start":
```python
"description": "You wake up in a small village nestled between rolling hills. The air is filled with the scent of freshly baked bread and the sound of a distant waterfall. Villagers bustle about, whispering excitedly about a rumor of lost treasure."
```
## 6. Introduce Cyclic Content with Variations
- Add time-based changes to revisited locations
- Example:
```python
'village_start': {
"description": lambda player: f"You return to the village square. It's now {player.time_of_day()}. " +
("The market is bustling with activity." if player.time_of_day() == "day" else
"The streets are quiet, lit by flickering torches.")
}
```
## 7. Create Meaningful Dead Ends
- Add optional quests or side adventures
- Example: "help_lost_child" state in the village that doesn't progress main story but provides rewards
## 8. Integrate Media Elements
- Add placeholder media to enhance immersion:
```python
"media": [
{"type": "image", "url": "/api/placeholder/400/300", "alt": "A picturesque village at dawn"},
{"type": "sound", "url": "village_ambience.mp3"}
]
```
## 9. Enhance Narrative Progression
- Add a main quest storyline with multiple stages
- Introduce side quests for additional depth
## 10. Increase Player Agency
- Add more impactful choices that significantly alter the game's direction
- Implement a simple inventory or skill system that affects available choices
## 11. Extend Game Length
- Add more locations and states to create a longer, more involved adventure
- Implement quest chains that span multiple locations
## 12. Improve Replayability
- Add random events that can occur in each location
- Implement multiple endings based on player choices and achievements
#===============================================
# Updated Text-Based Game Configuration with Side Quest
## New State: help_lost_child
Add this new state to the 'village' section of your `all_states` dictionary:
```python
'village': {
# ... existing states ...
'help_lost_child': {
"description": "You encounter a crying child in the village square. They seem to have lost their way home.",
"choices": ['help child', 'ignore and continue'],
"transitions": {
'help child': 'village_child_quest',
'ignore and continue': 'village_start'
},
"consequences": {
'help child': lambda player: player.update_status('helping_child')
},
"media": []
},
'child_quest': {
"description": "You decide to help the lost child. After asking around and searching the village, you finally locate their home.",
"choices": ['return child', 'ask for reward'],
"transitions": {
'return child': 'village_child_reunion',
'ask for reward': 'village_child_reward'
},
"media": []
},
'child_reunion': {
"description": "You return the child to their grateful parents. They thank you profusely for your kindness.",
"choices": ['accept thanks', 'request reward'],
"transitions": {
'accept thanks': 'village_start',
'request reward': 'village_child_reward'
},
"consequences": {
'accept thanks': lambda player: player.update_status('local_hero')
},
"media": []
},
'child_reward': {
"description": "The child's parents offer you a small pouch of coins as a reward for your help.",
"choices": ['accept reward', 'decline reward'],
"transitions": {
'accept reward': 'village_start',
'decline reward': 'village_start'
},
"consequences": {
'accept reward': lambda player: player.add_item('coin pouch'),
'decline reward': lambda player: player.update_status('selfless_hero')
},
"media": []
},
}
```
## Updated Transitions
To incorporate this side quest into the existing game flow, we need to update some transitions in the 'village_start' state:
```python
'village': {
'start': {
"description": "You're in the village square. The usual bustle of village life surrounds you.",
"choices": ['explore village', 'gather supplies', 'rest', 'look around'], # Added 'look around'
"transitions": {
'explore village': 'village_rumor',
'gather supplies': 'village_supplies',
'rest': 'village_start',
'look around': 'village_help_lost_child' # New transition
},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
# ... other states ...
}
```
## Explanation of Changes
1. New States:
- `help_lost_child`: Introduces the side quest
- `child_quest`: Represents the process of helping the child
- `child_reunion`: Concludes the quest if you don't ask for a reward
- `child_reward`: Offers a choice to accept or decline a reward
2. Updated `village_start`:
- Added a new choice: 'look around'
- Added a new transition to `village_help_lost_child`
3. Consequences:
- Added status updates: 'helping_child', 'local_hero', 'selfless_hero'
- Added item reward: 'coin pouch'
These changes create a meaningful dead end by:
1. Providing an optional quest that doesn't directly progress the main treasure hunt story
2. Offering multiple choices within the side quest, allowing for different outcomes
3. Implementing consequences that affect the player's status or inventory, providing rewards for engagement
4. Allowing the player to return to the main story flow after completing (or ignoring) the side quest
This side quest adds depth to the village location, gives the player more to do, and provides character-building opportunities without derailing the main narrative. It also demonstrates how you can implement similar side quests or meaningful dead ends in other locations of your game.
#================================================================================
Certainly! Let's implement the "help_lost_child" side quest as a meaningful dead end in the village. This will add depth to the game without necessarily progressing the main story. Here's how we can incorporate this into your current configuration:
Updated Text-Based Game Configuration with Side QuestClick to open document
To further improve this side quest and make it even more engaging, you could consider:
Time sensitivity: Make the quest available only at certain times or for a limited number of turns.
Skill checks: If your game has a skill system, you could add checks for persuasion or perception that affect the outcome.
Long-term consequences: The status changes (like 'local_hero') could affect how NPCs interact with the player later in the game.
Branching outcomes: You could add more complex branches, such as the child being in actual danger, leading to a mini-adventure.
Would you like me to elaborate on any of these ideas or show how to implement them in your configuration?
"""
tipsupdatedconfigatbeinningofthisspace = """{
"village": {
"start": {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest', 'look around'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start', 'look around': 'village_help_lost_child'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": []
},
"rumor": {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": []
},
"supplies": {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": []
},
"help_lost_child": {
"description": "You encounter a crying child in the village square. They seem to have lost their way home.",
"choices": ['help child', 'ignore and continue'],
"transitions": {
'help child': 'village_child_quest',
'ignore and continue': 'village_start'
},
"consequences": {
'help child': lambda player: player.update_status('helping_child')
},
"media": []
},
"child_quest": {
"description": "You decide to help the lost child. After asking around and searching the village, you finally locate their home.",
"choices": ['return child', 'ask for reward'],
"transitions": {
'return child': 'village_child_reunion',
'ask for reward': 'village_child_reward'
},
"media": []
},
"child_reunion": {
"description": "You return the child to their grateful parents. They thank you profusely for your kindness.",
"choices": ['accept thanks', 'request reward'],
"transitions": {
'accept thanks': 'village_start',
'request reward': 'village_child_reward'
},
"consequences": {
'accept thanks': lambda player: player.update_status('local_hero')
},
"media": []
},
"child_reward": {
"description": "The child's parents offer you a small pouch of coins as a reward for your help.",
"choices": ['accept reward', 'decline reward'],
"transitions": {
'accept reward': 'village_start',
'decline reward': 'village_start'
},
"consequences": {
'accept reward': lambda player: player.add_item('coin pouch'),
'decline reward': lambda player: player.update_status('selfless_hero')
},
"media": []
},
},
"forest": {
"forest": {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": []
},
},
"ruins": {
"ruins": {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
"explore": {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
"hiddenPassage": {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
"treasureRoom": {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
"village_return": {
"village_return": {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
"end": {
"end": {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}"""
#-------------------------#-------------------------#-------------------------#-------------------------
TestmedialoadinHTML = """
This is a placeholder to test use as an all-media loader for ease of prototyping. Seems gradio HTML doesnt support loading local assets or my file path is wrong
"""
#-------------------------#-------------------------#-------------------------#-------------------------
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"""
}
#-------------------------#-------------------------#-------------------------#-------------------------
ExampleGameConfigs = {
"Racinggametest": {
"pitLane": {
"start": {
"description": "You're in the pit lane of a famous racing circuit. There's buzz about a legendary race coming up.",
"choices": [
"check car",
"talk to crew",
"rest"
],
"transitions": {
"check car": "pitLane_carPrep",
"talk to crew": "pitLane_crewInfo",
"rest": "pitLane_start"
},
"consequences": {
"check car": {}
},
"media": []
},
"crewInfo": {
"description": "Your crew tells you about the challenging track and the fierce competition.",
"choices": [
"start preparations",
"ignore advice"
],
"transitions": {
"start preparations": "pitLane_carPrep",
"ignore advice": "pitLane_start"
},
"consequences": {
"start preparations": {}
},
"media": []
},
"carPrep": {
"description": "You and your crew prepare the car for the race.",
"choices": [
"head to grid",
"more tuning"
],
"transitions": {
"head to grid": "track_startingGrid",
"more tuning": "pitLane_start"
},
"media": []
}
},
"track": {
"startingGrid": {
"description": "You're on the starting grid. The atmosphere is tense as drivers prepare for the race.",
"choices": [
"start race",
"return to pit"
],
"transitions": {
"start race": "track_firstLap",
"return to pit": "pitLane_start"
},
"media": []
},
"firstLap": {
"description": "The race begins! You navigate through the first lap, jostling for position.",
"choices": [
"overtake",
"maintain position"
],
"transitions": {
"overtake": "track_midRace",
"maintain position": "track_midRace"
},
"media": []
},
"midRace": {
"description": "You're in the middle of the race, facing challenges and making split-second decisions.",
"choices": [
"push harder",
"conserve tires"
],
"transitions": {
"push harder": "track_finalLaps",
"conserve tires": "track_finalLaps"
},
"media": []
},
"finalLaps": {
"description": "The final laps approach. Victory is within reach, but so is the risk of a mistake.",
"choices": [
"give it all",
"play it safe"
],
"transitions": {
"give it all": "track_finishLine",
"play it safe": "track_finishLine"
},
"consequences": {
"give it all": {}
},
"media": []
},
"finishLine": {
"description": "You cross the finish line! The results are in.",
"choices": [
"check results",
"return to pit"
],
"transitions": {
"check results": "podium_ceremony",
"return to pit": "pitLane_start"
},
"media": []
}
},
"podium": {
"ceremony": {
"description": "The podium ceremony begins. Your performance is recognized.",
"choices": [
"celebrate",
"prepare for next race"
],
"transitions": {
"celebrate": "end_celebration",
"prepare for next race": "pitLane_start"
},
"consequences": {
"celebrate": {}
},
"media": []
}
},
"end": {
"celebration": {
"description": "You celebrate your achievement. Your team and fans are overjoyed.",
"choices": [
"end race day"
],
"transitions": {
"end race day": "end_end"
},
"media": []
},
"end": {
"description": "Your racing day ends here. Your performance has impacted your standing in the championship.",
"choices": [],
"transitions": {},
"media": []
}
}
},
"Eventplanningstortytest": {
"tavern": {
"start": {
"description": "The air crackles with anticipation as you step into the bustling event planning expo. Caterers offer tantalizing samples, florists boast breathtaking arrangements, and a charismatic DJ promises an unforgettable party atmosphere.",
"choices": ["approach the DJ", "sample the catering", "admire the floral displays"],
"transitions": {
"approach the DJ": "tavern_rumor",
"sample the catering": "tavern_grog",
"admire the floral displays": "tavern_start"
},
"consequences": {},
"media": []
},
"rumor": {
"description": "The DJ, a master of hype, spins tales of legendary events he's orchestrated. He mentions a client, a mysterious socialite, planning an extravagant masked ball with a budget that could make your career.",
"choices": ["express your interest", "dismiss him as a showman"],
"transitions": {
"express your interest": "tavern_map",
"dismiss him as a showman": "tavern_start"
},
"consequences": {},
"media": []
},
"grog": {
"description": "You savor the exquisite flavors of miniature gourmet dishes. The caterer, a true artist, describes their vision for a multi-sensory dining experience.",
"choices": ["inquire about their rates", "network with other attendees"],
"transitions": {
"inquire about their rates": "tavern_grog",
"network with other attendees": "tavern_start"
},
"media": []
},
"map": {
"description": "The DJ, sensing your ambition, offers a tantalizing clue: the socialite is looking for a fresh perspective. He suggests you submit a proposal, highlighting your unique vision.",
"choices": ["propose a themed experience", "focus on logistics and budget"],
"transitions": {
"propose a themed experience": "docks_prepare",
"focus on logistics and budget": "tavern_haggle"
},
"consequences": {},
"media": []
},
"haggle": {
"description": "The DJ warns you that the socialite is notoriously demanding. \"She expects perfection,\" he cautions.",
"choices": ["assure him you deliver excellence", "reconsider your options"],
"transitions": {
"assure him you deliver excellence": "docks_prepare",
"reconsider your options": "tavern_start"
},
"consequences": {},
"media": []
},
"fight": {
"description": "You overhear another event planner bragging about securing the masked ball contract. Jealousy burns, and you're tempted to challenge their claim.",
"choices": ["confront the planner", "stay focused on your goals"],
"transitions": {
"confront the planner": "tavern_victory",
"stay focused on your goals": "tavern_defeat"
},
"consequences": {},
"media": []
},
"victory": {
"description": "You confront the planner, exposing their lies. The truth prevails, and word of your integrity reaches the socialite.",
"choices": ["prepare your proposal"],
"transitions": {
"prepare your proposal": "docks_prepare"
},
"consequences": {},
"media": []
},
"defeat": {
"description": "You decide not to stoop to their level. Trusting your instincts, you continue networking and refining your pitch.",
"choices": ["continue networking"],
"transitions": {
"continue networking": "tavern_start"
},
"consequences": {},
"media": []
}
},
"docks": {
"prepare": {
"description": "Armed with a killer concept, you retreat to your studio to craft the perfect proposal. It's time to gather your team: the best florists, caterers, entertainers...",
"choices": ["contact your florist", "secure a caterer"],
"transitions": {
"contact your florist": "docks_ship",
"secure a caterer": "docks_crew"
},
"media": []
},
"ship": {
"description": "Your trusted florist presents a stunning array of options, from elegant orchids to whimsical fairy lights. You envision transforming the venue into a magical landscape.",
"choices": ["finalize the floral arrangements", "explore additional decor"],
"transitions": {
"finalize the floral arrangements": "docks_captain",
"explore additional decor": "docks_prepare"
},
"media": []
},
"crew": {
"description": "You browse through portfolios of caterers, each offering a unique culinary experience. The decision is crucial: the food must be as unforgettable as the event itself.",
"choices": ["choose a gourmet caterer", "opt for a themed buffet"],
"transitions": {
"choose a gourmet caterer": "docks_captain",
"opt for a themed buffet": "docks_captain"
},
"consequences": {},
"media": []
},
"captain": {
"description": "With each element falling into place, your vision for the masked ball comes alive. The proposal is complete - a masterpiece of creativity and meticulous planning.",
"choices": ["submit your proposal"],
"transitions": {
"submit your proposal": "openSea_start"
},
"media": []
}
},
"openSea": {
"start": {
"description": "Days turn into nights as you await a response. The uncertainty is agonizing, your hopes rising and falling with every ring of the phone.",
"choices": ["check your emails obsessively", "distract yourself with another project"],
"transitions": {
"check your emails obsessively": "openSea_storm",
"distract yourself with another project": "openSea_mutiny"
},
"media": []
},
"storm": {
"description": "A wave of despair crashes over you as you receive a generic rejection email. Your carefully crafted proposal, your dreams... dashed.",
"choices": ["analyze the email for feedback", "move on to the next opportunity"],
"transitions": {
"analyze the email for feedback": "openSea_ghostShip",
"move on to the next opportunity": "openSea_start"
},
"media": []
},
"mutiny": {
"description": "Your phone vibrates - an unknown number. Your heart races as you answer. It's the socialite's assistant, and they're impressed.",
"choices": ["accept their invitation to meet", "negotiate your terms"],
"transitions": {
"accept their invitation to meet": "openSea_ghostShip",
"negotiate your terms": "openSea_start"
},
"consequences": {},
"media": []
},
"ghostShip": {
"description": "You meet the socialite - an enigmatic figure radiating elegance and power. They're intrigued by your vision, your passion.",
"choices": ["present your ideas in detail", "listen to their expectations"],
"transitions": {
"present your ideas in detail": "ghostShip_deck",
"listen to their expectations": "openSea_start"
},
"media": []
}
},
"ghostShip": {
"deck": {
"description": "The socialite listens intently as you unveil your plans, their eyes sparkling with approval. They love your innovative concepts, your attention to detail.",
"choices": ["discuss the budget and timeline", "negotiate your fee"],
"transitions": {
"discuss the budget and timeline": "ghostShip_brig",
"negotiate your fee": "ghostShip_quarters"
},
"media": []
},
"brig": {
"description": "Negotiations are swift and decisive. The socialite appreciates your professionalism and agrees to your terms. The masked ball is yours to create!",
"choices": ["celebrate your success", "start planning immediately"],
"transitions": {
"celebrate your success": "ghostShip_clue",
"start planning immediately": "ghostShip_treasure"
},
"media": []
},
"quarters": {
"description": "You secure a contract that exceeds your wildest dreams. The masked ball, a testament to your talent and dedication, will be your masterpiece.",
"choices": ["assemble your dream team", "order the first batch of champagne"],
"transitions": {
"assemble your dream team": "ghostShip_clue",
"order the first batch of champagne": "ghostShip_treasure"
},
"media": []
},
"clue": {
"description": "Excitement courses through you as you share the good news with your team. The best in the business, they're ready to help you execute this extraordinary event.",
"choices": ["begin the preparations"],
"transitions": {
"begin the preparations": "ghostShip_treasure"
},
"media": []
},
"treasure": {
"description": "Weeks of tireless work culminate in the grand opening of the masked ball. It's a triumph - a symphony of elegance, enchantment, and pure joy.",
"choices": ["bask in the glory of your success", "network with potential clients"],
"transitions": {
"bask in the glory of your success": "ghostShip_victory",
"network with potential clients": "openSea_return"
},
"consequences": {},
"media": []
},
"victory": {
"description": "The masked ball becomes legendary, exceeding all expectations. Your name is on everyone's lips, synonymous with unforgettable events.",
"choices": ["claim your place as an event icon"],
"transitions": {
"claim your place as an event icon": "openSea_return"
},
"consequences": {},
"media": []
}
},
"openSea_return": {
"return": {
"description": "Your star continues to rise as you orchestrate one successful event after another. Your creativity knows no bounds, your reputation solidified.",
"choices": ["embrace your destiny as an event maestro"],
"transitions": {
"embrace your destiny as an event maestro": "end_end"
},
"media": []
}
},
"end": {
"end": {
"description": "From humble beginnings at an industry expo, you've become an icon, transforming dreams into dazzling reality. The world is your canvas, and every event is a masterpiece.",
"choices": [],
"transitions": {},
"media": []
}
}
},
}
#-------------------------#-------------------------#-------------------------#-------------------------
Adjectivebasedcombinationideatexts = """For control over the flow of the game first need to solve chicken egg of story vs json then for each concept to mixed need to do the same.
Gemini-test (23/07/2023)
The kind of analysis you're describing, where you're looking for shared qualities and connections between seemingly disparate concepts like storytelling and JSON, can be referred to by several terms, depending on the specific focus and context:
General Terms:
Comparative Analysis: This is a broad term that encompasses any analysis where you're comparing and contrasting two or more things.
Analogical Reasoning: This involves identifying similarities between two things and using those similarities to understand or explain one in terms of the other.
Conceptual Blending: This refers to the cognitive process of combining different concepts to create new meanings or understandings.
Interdisciplinary Thinking: This involves drawing connections and insights from different fields of knowledge.
More Specific Terms (depending on the goal):
Metaphorical Analysis: If you're focusing on the metaphorical connections between the concepts, this term would be appropriate.
Cross-Domain Mapping: This term is often used in cognitive science and artificial intelligence to describe the process of finding correspondences between different domains of knowledge.
Design Thinking: If your goal is to use these insights to create something new or solve a problem, this term might be relevant.
In the context of your specific example (storytelling and JSON):
You could describe this analysis as:
Finding Shared Principles of Effective Communication: Both storytelling and JSON are ultimately about conveying information effectively.
Exploring the Art of Structure and Organization: Both storytelling and JSON rely on clear structure and organization to achieve their respective goals.
Bridging the Gap Between Narrative and Data: This analysis highlights the unexpected connections between the seemingly disparate worlds of storytelling and data representation.
To further refine your search for resources and methods, consider these questions:
What is your ultimate goal in merging these concepts? Are you trying to understand one better through the lens of the other? Are you trying to create something new?
What specific aspects of each concept are you most interested in comparing? Are you focusing on structure, clarity, engagement, or something else?
By clarifying your goals and focusing your analysis, you can more effectively leverage these different approaches and find the most relevant resources to guide your exploration."""
Adjectivebasedcombinationideatextsv2 = """Nemotron 4 340B Perplexity Labs
Original Prompt
Please help me. If I want to merge the idea of a bakery with the plot of star wars I need to find points where they match and dont match. I decided to use adjectives as a proxy so the combinatorics is initiated by close adjectives to generate seeds for combination ideas that we can send to an llm for each seed. How would this look in mermaid
Mermaid Struxture
The workflow or process you've described can be generally categorized as a "concept blending" or "idea fusion" approach, which involves combining elements from two or more distinct concepts to generate new ideas. In your specific case, you're using adjectives as a proxy to facilitate the blending of a bakery concept with the plot of Star Wars. This process can also be considered a form of "creative problem-solving" or "design thinking," where you're systematically exploring and combining elements to generate innovative solutions or ideas.
More specifically, the steps in your workflow can be broken down into the following stages:
Concept Identification: Identifying the two distinct concepts (bakery and Star Wars) to be blended.
Attribute Extraction: Extracting relevant attributes (adjectives) from each concept.
Combinatorics: Systematically combining the attributes from both concepts to generate new combinations.
Seed Idea Generation: Translating the combined attributes into seed ideas that merge the two concepts.
LLM Processing: Utilizing a Large Language Model (LLM) to further develop and refine the seed ideas into more detailed and cohesive concepts.
This workflow can be applied to various creative problem-solving scenarios, not just limited to the bakery and Star Wars example
Indeed, design can be viewed as a search algorithm, where you explore a vast space of possibilities to find optimal or innovative solutions. Here's how you can apply this idea to five more scenarios:
Merging a Library with a Music Festival
Concept Identification: Library and Music Festival
Attribute Extraction: Quiet, Knowledgeable, Organized (Library) vs. Loud, Energetic, Creative (Music Festival)
Combinatorics: Quiet Creative Spaces, Knowledgeable Music Workshops, Organized Jam Sessions
Seed Idea Generation: Silent Disco Library, Music Theory Workshops, Collaborative Songwriting Sessions
LLM Processing: Develop detailed event plans, marketing materials, and logistical considerations
Blending a Fitness Center with a Video Game Arcade
Concept Identification: Fitness Center and Video Game Arcade
Attribute Extraction: Active, Healthy, Competitive (Fitness Center) vs. Interactive, Fun, Social (Video Game Arcade)
Combinatorics: Active Interactive Games, Healthy Fun Challenges, Competitive Social Workouts
Seed Idea Generation: Exergaming Stations, Virtual Reality Fitness Challenges, Multiplayer Workout Games
LLM Processing: Create game concepts, rules, and scoring systems, as well as marketing and branding strategies
Fusing a Vegan Restaurant with a Science Museum
Concept Identification: Vegan Restaurant and Science Museum
Attribute Extraction: Plant-Based, Sustainable, Healthy (Vegan Restaurant) vs. Educational, Interactive, Innovative (Science Museum)
Combinatorics: Plant-Based Interactive Exhibits, Sustainable Educational Dining, Healthy Innovative Cuisine
Seed Idea Generation: Edible Plant Exhibits, Cooking Classes with a Scientific Twist, Molecular Gastronomy Menu
LLM Processing: Develop exhibit designs, class curricula, and menu items, as well as marketing and branding strategies
Combining a Co-working Space with a Pet Store
Concept Identification: Co-working Space and Pet Store
Attribute Extraction: Collaborative, Productive, Professional (Co-working Space) vs. Friendly, Playful, Nurturing (Pet Store)
Combinatorics: Collaborative Pet-Friendly Spaces, Productive Play Areas, Professional Pet Care Services
Seed Idea Generation: Pet-Friendly Co-working Desks, On-site Pet Daycare, Pet-themed Networking Events
LLM Processing: Create space layouts, pet care service offerings, and event plans, as well as marketing and branding strategies
Integrating a Fashion Boutique with an Art Gallery
Concept Identification: Fashion Boutique and Art Gallery
Attribute Extraction: Stylish, Trendy, Creative (Fashion Boutique) vs. Artistic, Thought-provoking, Inspirational (Art Gallery)
Combinatorics: Stylish Artistic Installations, Trendy Thought-provoking Fashion, Creative Inspirational Clothing
Seed Idea Generation: Art-inspired Fashion Collections, Interactive Fashion Exhibits, Artist-designed Clothing Lines
LLM Processing: Develop fashion collection concepts, exhibit designs, and artist collaborations, as well as marketing and branding strategies
"""
Nonlinearprogressionideas = """Llama 405B
Non-linear storytelling involves presenting events out of chronological order. This technique can be used in literature, film, and other forms of narrative to create suspense, surprise, or to highlight certain themes or character developments. Here are some common examples of non-linear storytelling events:
1. Flashbacks: These are scenes that take the story back in time, often used to explain a character's past or to provide context for the current situation.
2. Flashforwards: Similar to flashbacks, but these scenes take the story forward in time, often used to create suspense or to show the consequences of current actions.
3. Parallel storylines: This involves telling multiple stories that happen at the same time but are presented in a non-linear fashion, often intersecting or influencing each other at certain points.
4. Reverse chronology: The story is presented in reverse order, starting with the conclusion and moving backward in time.
5. Non-chronological chapters or scenes: The story is presented in a non-linear order, with each chapter or scene taking place at a different point in time.
6. Time loops: A character relives the same period of time repeatedly, often with slight variations.
7. Unreliable narrators: The narrator withholds or distorts information, leading to a non-linear presentation of events.
8. Dream sequences: The story jumps into a character's dreams or imagination, which can be presented in a non-linear fashion.
These are just a few examples of non-linear storytelling events. The possibilities are endless, and the technique can be adapted to fit the needs of the story and the creativity of the storyteller.
"""
TimeRelatedConceptsForIdeaGeneration = """Sonnet 3.5
Let's explore some other ways we can conceptualize time tangibly for storytelling purposes:
Time as a Currency:
Imagine a world where time itself is a tradable resource. People can buy, sell, or exchange units of time.
Time as a Landscape:
Time could be visualized as a physical terrain that characters can traverse, with different eras represented by distinct geographical features.
Time as a Library:
Similar to the warehouse concept, but each moment in time is a book that can be read, written, or edited.
Time as a Network:
Envision time as an interconnected web of nodes, where each node represents an event or moment that can be accessed non-linearly.
Time as a Crafting Material:
In this concept, time could be molded, shaped, or combined like clay to create new realities or alter existing ones.
Time as a Ecosystem:
Here, different time periods interact like species in an ecosystem, with cause-and-effect relationships spanning across eras.
Time as a Computer Program:
Time could be seen as a vast codebase, where altering a line of code in the past changes the program's output in the future.
Time as a Painting:
Imagine time as a giant canvas where past, present, and future are all visible simultaneously, and characters can step into different parts of the painting.
Time as a Puzzle:
Each moment in time is a puzzle piece that can be rearranged to create different realities or outcomes.
Time as a Musical Composition:
Different time periods are like instruments in an orchestra, and changing the past is like altering the score, creating ripple effects through the entire composition.
Investing (as you mentioned):
Go back in time to invest in successful companies early
Preview future market trends
Law (as you mentioned):
Go back in time to gather evidence or witness events firsthand
Preview potential outcomes of different legal strategies
Science (as you mentioned):
Go to the future to see long-term experimental results
Observe long-term environmental changes
Medicine:
Travel to the future to see long-term effects of treatments
Go back in time to prevent diseases before they start
Archaeology:
Travel to the past to directly observe historical events
Verify theories about ancient civilizations
Journalism:
Witness and report on historical events firsthand
Preview future events to prepare in-depth coverage
Environmental Conservation:
Go to the future to see the impacts of current policies
Travel to the past to preserve extinct species
Engineering:
Test structures over centuries in a matter of days
Go back in time to prevent disasters by fixing design flaws
Agriculture:
Observe full growth cycles of crops in an instant
Travel to the future to develop crops resistant to future climate conditions
Criminal Investigation:
Witness crimes as they happen in the past
Prevent crimes by foreseeing them in the future
Art Restoration:
Go back in time to see artwork in its original state
Travel to the future to see how current restoration techniques hold up
Education:
Take students on field trips to historical events
Preview future job markets to tailor current curricula
Disaster Management:
Go back in time to implement better preventive measures
Travel to the future to assess long-term impacts of disasters
Politics:
See the long-term effects of policies instantly
Go back in time to prevent international conflicts
Sports Coaching:
Observe an athlete's entire career to optimize training from the start
Preview future competitions to develop winning strategies
From this exercise, we can see some common themes emerging:
Verification of past events or theories
Prevention of negative outcomes
Optimization of current processes
Long-term impact assessment
Preparation for future events
This table outlines potential risk elements and game ideas for each of the themes we identified. Let's discuss these in more detail:
Verification of past events:
Risk: The butterfly effect. Even small interactions in the past could dramatically alter the present.
Game Idea: Players could be historians or detectives, tasked with observing past events to solve present-day mysteries. The challenge is to gather information without interfering with the past.
Prevention of negative outcomes:
Risk: Unintended consequences. Preventing one disaster might lead to an even worse one.
Game Idea: Players manage multiple timelines, trying to create the best overall outcome. They must balance preventing catastrophes in one timeline against potential negative impacts in others.
Optimization of current processes:
Risk: Over-optimization leading to system collapse.
Game Idea: Players could manage a company or even a country, tweaking past decisions to improve the present. However, pushing too hard for efficiency or profit could lead to unforeseen problems or total collapse.
Long-term impact assessment:
Risk: Increasing uncertainty and danger the further into the future you go.
Game Idea: Players explore future timelines to gather data, but risk getting trapped in increasingly divergent and potentially hostile futures. The challenge is to gather enough information without going so far that you can't return.
Preparation for future events:
Risk: Self-fulfilling prophecies. Preparing for a predicted future might be what causes it to happen.
Game Idea: Players navigate through potential futures, trying to prepare for or prevent them without inadvertently causing them. The game could involve complex cause-and-effect chains where players must carefully consider the implications of their actions.
To further develop these into game concepts, we could consider:
Resource management: Time itself could be a limited resource that players must manage carefully.
Paradox potential: Create tension by introducing the risk of paradoxes that could erase the player from existence.
Competing factions: Introduce other time travelers with different agendas, creating conflict and competition.
Technological limitations: Time travel devices could have cooldown periods, limited charges, or other restrictions that force strategic use.
Ethical dilemmas: Present players with morally ambiguous choices that have far-reaching consequences across time.
"""
WFStage1prompt = """Use this to write a story and explain how it represents the structure -
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"""
TimeRelatedMermaidStoryAttempttoRefinefrom = ("""gpt-4o
Once upon a time in a land where time flowed like a river with hidden currents, there was a story that unfolded across three intertwined timelines: the Actual Timeline, the Narrative Timeline, and the Hidden Timeline.
Actual Timeline
The protagonist, Elena, embarked on a journey through four distinct locations, each holding a piece of a grand puzzle she needed to solve.
Location 1 - First Visit: Elena started her journey here, uncovering an ancient map that hinted at a deeper mystery.
Location 2 - First Visit: She traveled to a bustling marketplace, where she found a cryptic message carved into a stone.
Location 3 - First Visit: In an abandoned library, Elena discovered a journal detailing strange occurrences and hidden events.
Location 4 - First Visit: Her journey led her to a serene forest where she encountered an enigmatic figure who offered her a crucial clue.
Narrative Timeline
As Elena pieced together the clues, the story she narrated to her friends followed a different sequence, highlighting the events that made the most sense from her perspective at the time.
Location 2 - Story Event 1: Elena recalled the marketplace first, sharing the mystery of the cryptic message.
Location 4 - Story Event 2: She then described her encounter in the serene forest, emphasizing the importance of the clue she received.
Location 1 - Story Event 3: Elena recounted the discovery of the ancient map, giving context to the overall mystery.
Location 3 - Story Event 4: Lastly, she talked about the abandoned library and the journal, which tied all the events together.
Hidden Timeline
Unbeknownst to Elena, there was a hidden layer of events influencing her journey.
Hidden Event 1: In the shadows, an ancient order monitored her progress from the moment she found the map, ensuring she remained on the right path.
Hidden Event 2: They subtly guided her towards the marketplace, planting the cryptic message for her to find.
Hidden Event 3: The journal in the library was placed there by the order, containing information they wanted her to uncover.
Hidden Event 4: The enigmatic figure in the forest was a member of the order, providing her with the final piece of the puzzle.
Interconnections
Actual Timeline to Narrative Timeline:
Location 1 (First Visit) led to Story Event 3 (Elena's recollection of the map).
Location 2 (First Visit) led to Story Event 1 (marketplace mystery).
Location 3 (First Visit) led to Story Event 4 (the journal).
Location 4 (First Visit) led to Story Event 2 (forest encounter).
Actual Timeline to Hidden Timeline:
Each visit in the Actual Timeline was influenced by the Hidden Events, which shaped Elena's experiences without her knowledge.
Story Representation
This structure represents the complexity of storytelling, where the sequence of events (Actual Timeline) is often different from how the story is told (Narrative Timeline), and there are unseen forces (Hidden Timeline) that influence the course of events. Elena’s journey through the four locations, her recollection of events, and the hidden manipulations all intertwine to create a rich, multi-layered narrative.
In this story, the Actual Timeline shows Elena’s chronological journey. The Narrative Timeline reveals how she chose to share her experiences, emphasizing different aspects of her journey. The Hidden Timeline uncovers the secret influences that guided her path, adding depth and intrigue to the overall tale.
Great attempt. Lets see how the story changes if we assume the main character goes to every location twice
Certainly! Let's expand the story to include two visits to each location, which will add more depth and complexity to the narrative.
Actual Timeline
Elena revisits each location, uncovering new layers of the mystery with each visit.
Location 1 - First Visit: Elena starts her journey here, uncovering an ancient map that hints at a deeper mystery.
Location 2 - First Visit: She travels to a bustling marketplace, where she finds a cryptic message carved into a stone.
Location 3 - First Visit: In an abandoned library, Elena discovers a journal detailing strange occurrences and hidden events.
Location 4 - First Visit: Her journey leads her to a serene forest where she encounters an enigmatic figure who offers her a crucial clue.
Location 1 - Second Visit: Elena returns to the first location, where she deciphers the ancient map, revealing a hidden passage.
Location 2 - Second Visit: Back at the marketplace, she meets a mysterious merchant who provides additional information about the cryptic message.
Location 3 - Second Visit: In the library, she finds a hidden compartment in the journal containing a key.
Location 4 - Second Visit: Finally, in the forest, the enigmatic figure reappears, guiding her to the entrance of an ancient temple.
Narrative Timeline
Elena pieces together her adventure in a sequence that makes the most sense to her story.
Location 2 - Story Event 1: Elena recalls the marketplace first, sharing the mystery of the cryptic message and the merchant’s information.
Location 4 - Story Event 2: She then describes her encounters in the serene forest, focusing on both the clue and the guidance to the temple.
Location 1 - Story Event 3: Elena recounts the discovery of the ancient map and the hidden passage.
Location 3 - Story Event 4: Lastly, she talks about the abandoned library, the journal, and the key.
Hidden Timeline
The ancient order continues to guide Elena’s journey, intervening subtly.
Hidden Event 1: The order monitors Elena from the moment she finds the map, ensuring she is on the right path.
Hidden Event 2: They guide her towards the marketplace, planting the cryptic message and arranging the merchant’s appearance.
Hidden Event 3: The journal in the library is placed by the order, with the hidden compartment and key added during her first visit.
Hidden Event 4: The enigmatic figure in the forest is a member of the order, orchestrating both encounters to provide the necessary guidance.
Interconnections
Actual Timeline to Narrative Timeline:
Location 1 First Visit (map discovery) leads to Story Event 3 (hidden passage).
Location 2 First Visit (cryptic message) and Second Visit (merchant) combine into Story Event 1 (marketplace mystery).
Location 3 First Visit (journal) and Second Visit (key) combine into Story Event 4 (library findings).
Location 4 First Visit (clue) and Second Visit (temple guidance) combine into Story Event 2 (forest encounters).
Actual Timeline to Hidden Timeline:
Each visit in the Actual Timeline is influenced by the Hidden Events, shaping Elena’s experiences without her knowledge.
Expanded Story Representation
In this expanded story, the Actual Timeline now includes two visits to each location, reflecting Elena's deepening understanding of the mystery. The Narrative Timeline still presents her recollection of events, but now with added complexity as she integrates discoveries from both visits. The Hidden Timeline continues to reveal the secret influences that guide her path, adding further depth and intrigue.
Elena’s repeated visits to each location allow her to uncover additional layers of the mystery, with each visit building on the previous one. This structure illustrates how stories can evolve with new information and perspectives, and how unseen forces can shape the journey in subtle but significant ways.
""",
"""meta-llama-3.1-405b-instruct
Here's a story based on the graph structure:
Emily had always been fascinated by the mysterious disappearances that had taken place in the four locations she was about to visit. She packed her bags, said goodbye to her family, and set off on her journey.
Her first stop was Location 1, an abandoned mansion on the outskirts of town. As she walked through the dusty halls, she stumbled upon a cryptic message scrawled on the wall: "The eyes that see are not the ones that look." Emily was intrigued but couldn't decipher the meaning.
Next, she visited Location 2, an old bookstore in the city. While browsing through the shelves, she met the owner, an eccentric old man who told her about a mysterious book that was said to hold the key to the disappearances. Emily was skeptical, but the old man's words lingered in her mind.
From there, she traveled to Location 3, a secluded monastery in the mountains. The monks welcomed her warmly and shared stories of a long-forgotten event that had taken place in the monastery's past. Emily sensed that there was more to the story, but the monks were tight-lipped about the details.
Finally, she arrived at Location 4, a small island with a reputation for being cursed. As she explored the island, she stumbled upon a journal belonging to one of the disappeared individuals. The journal hinted at a dark secret, but the writer's words were cryptic and unclear.
As Emily returned home, she began to piece together the events of her journey. She realized that the disappearances were not random events, but rather, they were all connected. The message on the wall in Location 1 was a warning, the book in Location 2 held a vital clue, the monastery's past was crucial to understanding the present, and the journal on the island was the key to unlocking the mystery.
However, what Emily didn't know was that her journey was not just about uncovering the truth about the disappearances. Unbeknownst to her, a series of hidden events had been set in motion, influencing her actions and guiding her towards a specific outcome. These events, though invisible to Emily, were the true driving force behind the story.
The story structure represented by the graph is non-linear. The actual timeline shows Emily visiting the four locations in a linear sequence (A1 -> A2 -> A3 -> A4). However, the narrative timeline is different, with the story events being presented out of chronological order (N1 -> N2 -> N3 -> N4). This non-linearity allows the story to build suspense and create a sense of mystery.
The hidden timeline represents the unseen forces that shape the story. These events are not directly revealed to the reader, but they have a profound impact on the narrative. The connections between the hidden events and the actual timeline suggest that the story is more complex and layered than initially apparent.
The graph structure highlights the relationships between the different timelines and events, demonstrating how a non-linear narrative can be constructed to create a engaging and mysterious story.
Very Good Attempt. Lets see how your story will change under the assumption that each location is visited twice
That's an interesting twist. Here's a revised story based on the assumption that each location is visited twice:
Emily had always been fascinated by the mysterious disappearances that had taken place in the four locations she was about to visit. She packed her bags, said goodbye to her family, and set off on her journey.
Her first stop was Location 1, an abandoned mansion on the outskirts of town. As she walked through the dusty halls, she stumbled upon a cryptic message scrawled on the wall: "The eyes that see are not the ones that look." Emily was intrigued but couldn't decipher the meaning.
From there, she visited Location 2, an old bookstore in the city. While browsing through the shelves, she met the owner, an eccentric old man who told her about a mysterious book that was said to hold the key to the disappearances. Emily was skeptical, but the old man's words lingered in her mind.
Next, she traveled to Location 3, a secluded monastery in the mountains. The monks welcomed her warmly and shared stories of a long-forgotten event that had taken place in the monastery's past. Emily sensed that there was more to the story, but the monks were tight-lipped about the details.
Finally, she arrived at Location 4, a small island with a reputation for being cursed. As she explored the island, she stumbled upon a journal belonging to one of the disappeared individuals. The journal hinted at a dark secret, but the writer's words were cryptic and unclear.
However, Emily's journey didn't end there. She felt that she had only scratched the surface of the mystery, and so she decided to revisit each location, hoping to uncover more clues.
Upon her second visit to Location 1, Emily discovered a hidden room deep within the mansion's basement. Inside, she found a series of letters exchanged between the mansion's former occupants, revealing a dark family secret that seemed to be connected to the disappearances.
Her second visit to Location 2 led her to a hidden compartment in the bookstore's shelves, where she found the mysterious book the old man had told her about. As she flipped through its pages, she realized that the book was more than just a simple novel – it was a guide to unlocking the secrets of the disappearances.
During her second visit to Location 3, Emily managed to gain the trust of one of the monks, who shared with her the true story of the monastery's past. The monk's words revealed a shocking connection between the monastery and the disappearances, and Emily began to piece together the puzzle.
Finally, her second visit to Location 4 took her to a hidden cave on the island, where she found a series of cryptic messages etched into the walls. The messages seemed to be a code, and Emily realized that they were the key to unlocking the secrets of the journal she had found during her first visit.
As Emily returned home, she began to piece together the events of her journey. She realized that the disappearances were not random events, but rather, they were all connected. The message on the wall in Location 1 was a warning, the book in Location 2 held a vital clue, the monastery's past was crucial to understanding the present, and the journal on the island was the key to unlocking the mystery.
However, what Emily didn't know was that her journey was not just about uncovering the truth about the disappearances. Unbeknownst to her, a series of hidden events had been set in motion, influencing her actions and guiding her towards a specific outcome. These events, though invisible to Emily, were the true driving force behind the story.
The story structure remains non-linear, with the narrative timeline presenting the story events out of chronological order. The actual timeline shows Emily visiting each location twice, with the second visit revealing more clues and pieces of the puzzle. The hidden timeline continues to represent the unseen forces that shape the story, influencing Emily's actions and guiding her towards a specific outcome.
Here's an updated graph to reflect the changes:
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]
A5[Location 1 - Second Visit]
A6[Location 2 - Second Visit]
A7[Location 3 - Second Visit]
A8[Location 4 - Second Visit]
A1 --> A2 --> A3 --> A4 --> A5 --> A6 --> A7 --> A8
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]
N5[Location 1 - Story Event 5]
N
""",
"""mistral-large-2407
Story: The Unraveling of Time
Actual Timeline
In the quaint town of Harborside, four locations form the backbone of daily life: the Library (Location 1), the Market (Location 2), the Park (Location 3), and the Lighthouse (Location 4). The story unfolds as the protagonist, Emily, visits these locations in sequence.
Location 1 - First Visit (Library): Emily starts her day at the library, researching old town records.
Location 2 - First Visit (Market): She then heads to the market, picking up fresh produce and chatting with the locals.
Location 3 - First Visit (Park): After lunch, Emily takes a leisurely stroll in the park, enjoying the serene environment.
Location 4 - First Visit (Lighthouse): Finally, she visits the lighthouse, where she meets the old lighthouse keeper who tells her stories about the town's past.
Narrative Timeline
The story, however, is not told in the sequence of Emily's visits. Instead, it jumps between events in a non-linear fashion, creating a sense of mystery and intrigue.
Location 2 - Story Event 1 (Market): The story begins with a mysterious theft at the market, where Emily witnesses a valuable artifact being stolen.
Location 4 - Story Event 2 (Lighthouse): The narrative then shifts to the lighthouse, where Emily discovers hidden letters that hint at a decades-old secret.
Location 1 - Story Event 3 (Library): The story then flashes back to Emily's visit to the library, where she uncovers ancient documents that reveal a dark history of the town.
Location 3 - Story Event 4 (Park): The climax of the story takes place in the park, where Emily confronts the thief and unveils the truth behind the town's secrets.
Hidden Timeline
Underlying the visible events is a hidden timeline that influences the narrative without being directly visible. These hidden events represent the dark history of the town, hinted at but not fully revealed until the end.
Hidden Event 1: A series of unexplained disappearances that occurred decades ago.
Hidden Event 2: A forgotten curse placed on the town by a disgruntled resident.
Hidden Event 3: A secret society formed to protect the town's dark secrets.
Hidden Event 4: A powerful artifact that holds the key to understanding the town's past.
Explanation of the Structure
The structure of the story is represented by the graph, which consists of three timelines:
Actual Timeline: This represents the chronological order of Emily's visits to the locations. It shows the sequence of events as they actually happened.
Narrative Timeline: This represents the order in which the story is told. The events are not presented in chronological order but are arranged to build suspense and reveal information gradually.
Hidden Timeline: This represents the underlying events that influence the story but are not directly visible. These hidden events provide depth and complexity to the narrative.
The connections between the timelines (indicated by dashed lines) show how the actual events are linked to the narrative events and how the hidden events influence the overall story. This non-linear structure allows for a more engaging and mysterious narrative, keeping the reader intrigued until the final revelation.
Very Good Attempt. Lets see how your story will change under the assumption that each location is visited twice
Story: The Unraveling of Time (Revisited)
Actual Timeline
In the quaint town of Harborside, four locations form the backbone of daily life: the Library (Location 1), the Market (Location 2), the Park (Location 3), and the Lighthouse (Location 4). The story unfolds as the protagonist, Emily, visits these locations in sequence, but this time, she visits each location twice.
Location 1 - First Visit (Library): Emily starts her day at the library, researching old town records.
Location 2 - First Visit (Market): She then heads to the market, picking up fresh produce and chatting with the locals.
Location 3 - First Visit (Park): After lunch, Emily takes a leisurely stroll in the park, enjoying the serene environment.
Location 4 - First Visit (Lighthouse): Finally, she visits the lighthouse, where she meets the old lighthouse keeper who tells her stories about the town's past.
Location 1 - Second Visit (Library): Emily returns to the library, this time finding a hidden compartment in an old book.
Location 2 - Second Visit (Market): She revisits the market and notices a strange symbol carved into one of the stalls.
Location 3 - Second Visit (Park): Emily returns to the park and discovers a hidden underground tunnel.
Location 4 - Second Visit (Lighthouse): She goes back to the lighthouse and finds a secret room containing old photographs and letters.
Narrative Timeline
The story is not told in the sequence of Emily's visits. Instead, it jumps between events in a non-linear fashion, creating a sense of mystery and intrigue.
Location 2 - Story Event 1 (Market): The story begins with a mysterious theft at the market, where Emily witnesses a valuable artifact being stolen.
Location 4 - Story Event 2 (Lighthouse): The narrative then shifts to the lighthouse, where Emily discovers hidden letters that hint at a decades-old secret.
Location 1 - Story Event 3 (Library): The story then flashes back to Emily's visit to the library, where she uncovers ancient documents that reveal a dark history of the town.
Location 3 - Story Event 4 (Park): The climax of the story takes place in the park, where Emily confronts the thief and unveils the truth behind the town's secrets.
Location 1 - Story Event 5 (Library): Emily finds a hidden compartment in an old book, leading her to a cryptic map.
Location 2 - Story Event 6 (Market): She notices a strange symbol carved into one of the stalls, matching the symbol on the map.
Location 3 - Story Event 7 (Park): Emily discovers a hidden underground tunnel, which she believes is connected to the town's dark past.
Location 4 - Story Event 8 (Lighthouse): She finds a secret room containing old photographs and letters that provide the final pieces of the puzzle.
Hidden Timeline
Underlying the visible events is a hidden timeline that influences the narrative without being directly visible. These hidden events represent the dark history of the town, hinted at but not fully revealed until the end.
Hidden Event 1: A series of unexplained disappearances that occurred decades ago.
Hidden Event 2: A forgotten curse placed on the town by a disgruntled resident.
Hidden Event 3: A secret society formed to protect the town's dark secrets.
Hidden Event 4: A powerful artifact that holds the key to understanding the town's past.
Hidden Event 5: The existence of a hidden map that leads to a secret underground chamber.
Hidden Event 6: The symbol that marks the entrance to the hidden chamber.
Hidden Event 7: The underground tunnel that connects all the locations.
Hidden Event 8: The secret room in the lighthouse that contains the final clues.
Explanation of the Structure
The structure of the story is represented by the graph, which consists of three timelines:
Actual Timeline: This represents the chronological order
""",
"""gpt-4o-mini-2024-07-18
Title: The Hidden Threads of Time
Story:
In the quiet town of Eldridge, four locations held the secrets of a past intertwined with the present: The Old Oak Library, The Riverside Café, The Abandoned Mill, and The Clock Tower. Over a single summer, Sarah, a curious young woman, embarked on a journey that would reveal the layers of time hidden beneath the surface of her seemingly mundane life.
Actual Timeline: A Journey Begins
Location 1: The Old Oak Library (A1)
Sarah’s adventure began at the Old Oak Library. As she browsed through the dusty shelves, she stumbled upon an ancient book that spoke of the town’s lore and the hidden events that shaped its history. Intrigued, she decided to explore more.
Location 2: The Riverside Café (A2)
Her next stop was the Riverside Café, where she overheard a conversation between two elderly patrons discussing a tragic event tied to the town's history. They spoke in hushed tones about a long-lost love and a betrayal that had forever altered the lives of those involved.
Location 3: The Abandoned Mill (A3)
The following day, Sarah ventured to the Abandoned Mill. There, she discovered remnants of a past life: photographs, letters, and a diary that hinted at a hidden romance. She felt a strange connection to the stories within these walls.
Location 4: The Clock Tower (A4)
Finally, she arrived at the Clock Tower, where she learned about a secret society that once met there to protect the town’s secrets. This location felt alive with energy, as if the whispers of the past were echoing through time.
Narrative Timeline: Unraveling the Mystery
Story Event 1: The Riverside Café (N1)
At the café, Sarah confronted the two patrons about their conversation. She learned that the tragic love story involved her great-grandparents, whose destinies were forever altered by a choice made in that very café.
Story Event 2: The Clock Tower (N2)
Back at the Clock Tower, she discovered a hidden room filled with documents that detailed the secret society's attempts to mend the heartbreak caused by her ancestors. Here, she found a letter addressed to her great-grandmother, containing a heartfelt apology from her great-grandfather.
Story Event 3: The Old Oak Library (N3)
Returning to the library, Sarah pieced together her family’s history through the ancient book. It revealed that the love story had been a catalyst for change in Eldridge, leading to the establishment of the society that aimed to protect the town from repeating past mistakes.
Story Event 4: The Abandoned Mill (N4)
In the mill, Sarah re-read the diary and uncovered the truth: the betrayal was a misunderstanding fueled by jealousy and miscommunication. Understanding this allowed Sarah to forgive her ancestors and break the cycle of pain that had lingered in her family for generations.
Hidden Timeline: The Secrets Beneath
Throughout her journey, Sarah was unaware of the Hidden Events that had shaped her family’s history and the town of Eldridge:
Hidden Event 1 (H1): A Betrayal
Long ago, a betrayal occurred that led to the rift between Sarah’s great-grandparents. This event was the catalyst for the tragic love story that would echo through time.
Hidden Event 2 (H2): The Secret Society's Formation
In the wake of the betrayal, a secret society formed to protect the town from the repercussions of the past, striving to mend what was broken.
Hidden Event 3 (H3): The Lost Letter
A letter written by Sarah’s great-grandfather remained hidden for decades, containing apologies and hopes for reconciliation that were never delivered.
Hidden Event 4 (H4): The Town’s Lore
The stories of Eldridge were carefully curated, with certain truths obscured to protect the living from the pain of the past.
Structure Explanation:
The story’s structure represents three distinct timelines—Actual Timeline, Narrative Timeline, and Hidden Timeline—which interact in complex ways:
Actual Timeline: This is the chronological order of Sarah’s visits to the four locations, marking her physical journey through the town. It serves as the backbone of the story, grounding it in reality and providing a structure for her exploration.
Narrative Timeline: This timeline unfolds the key story events that arise from Sarah’s discoveries at each location. Unlike the Actual Timeline, the Narrative Timeline does not follow a linear path but instead reveals the emotional and thematic significance of her journey, highlighting the connections between past and present.
Hidden Timeline: This timeline consists of events and truths that remain obscured until Sarah unearths them through her exploration. The hidden events symbolize the burdens of history that affect the present, illustrating how the past can shape one’s
""",
"""athene-70b
Story: The Cartographer's Enigma
Protagonist Emilia, a skilled cartographer, receives a cryptic atlas from her reclusive mentor, featuring four locations: Ravenshire, Luminaria, Celestia's Peak, and Argentum Falls. The atlas hints at a centuries-old conspiracy, weaving together seemingly unrelated events across these sites.
Narrative Timeline:
Luminaria - The Celestial Alignment (N1): Emilia discovers an ancient celestial map etched into Luminaria's observatory walls, forecasting a rare alignment that unlocks a hidden chamber beneath Argentum Falls (A4).
Argentum Falls - The Forgotten Treaty (N2): Within the chamber, Emilia uncovers a long-lost treaty between ancient nations, which was negotiated at Ravenshire (A1) and ratified at Celestia's Peak (A3).
Ravenshire - The Cartographer's Legacy (N3): Emilia finds her mentor's hidden journals in Ravenshire, detailing the atlas's creation and the significance of Celestia's Peak, where an ancient order once protected the treaty.
Celestia's Peak - The Order's Reckoning (N4): At the peak, Emilia confronts a descendant of the ancient order, who reveals that they had been safeguarding the treaty against rogue factions. The descendant hands over a crucial, annotated atlas page, exposing the hidden events.
Actual Timeline (Emilia's Journey):
Emilia visits the locations in the following order: Ravenshire (A1), Luminaria (A2), Celestia's Peak (A3), and Argentum Falls (A4). Each location builds upon her understanding, though the narrative jumps between them to create suspense and reveal connections.
Hidden Timeline (Influencing Events):
Hidden Event 1: A centuries-old astronomer in Luminaria (H1) calculates the celestial alignment, inspiring the treaty.
Hidden Event 2: A rogue faction infiltrates the ancient order at Celestia's Peak (H2), seeding corruption.
Hidden Event 3: Emilia's mentor, aware of the conspiracy, crafts the atlas (H3) to guide a worthy successor.
Hidden Event 4: The ancient order's remnants secretly aid Emilia's journey (H4), ensuring her discovery of the truth.
Structure Representation:
Non-linear narrative: The narrative timeline (N1-N4) rearranges Emilia's actual visits (A1-A4) to build tension, reveal connections, and create an engaging mystery.
Hidden influences: The hidden events (H1-H4) permeate the actual timeline, motivating character actions, and informing the narrative's twists. Dotted lines illustrate how these events subtly shape Emilia's journey, enriching the story's depth and complexity.
Interconnectedness: The graph visually demonstrates how each location, narrative beat, and hidden event intertwines, producing a rich, layered narrative that rewards close attention and reflection. As Emilia unravels the enigma, the reader experiences a satisfying convergence of threads, highlighting the power of deliberate, non-linear storytelling.
"""
)
WFStage2prompt = """Please use the below config as a template to convert the story to config format (dont use the template values like masterlocation1):
{
"masterlocation1": {
"location1": {
"description": "UI - Experience Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
eg. {"tavern": {"start": {"description": "You wake up in a dimly lit tavern, the smell of ale and salt heavy in the air. A grizzled sailor at the bar boasts about a hidden island overflowing with \"more gold than ye can dream of!\" ", "choices": ["approach sailor", "ignore sailor", "order grog"], "transitions": {"approach sailor": "tavern_rumor", "ignore sailor": "tavern_start", "order grog": "tavern_grog"}, "consequences": {}, "media": []}, "rumor": {"description": "The sailor, three sheets to the wind, spins a tale of treacherous waters, ancient curses, and a map hidden on a ghost ship. He claims to know the way.", "choices": ["offer to buy him another drink", "dismiss him as a drunkard"], "transitions": {"offer to buy him another drink": "tavern_map", "dismiss him as a drunkard": "tavern_start"}, "consequences": {}, "media": []}, "grog": {"description": "The tavern keeper slides you a tankard of potent grog. It burns pleasantly as it goes down, and you feel your senses dull.", "choices": ["order another", "eavesdrop on nearby pirates"], "transitions": {"order another": "tavern_grog", "eavesdrop on nearby pirates": "tavern_start"}, "media": []}, "map": {"description": "With a wink and a hiccup, the sailor produces a crumpled piece of parchment. It's stained with salt and what looks suspiciously like blood, but the markings... they resemble a map! ", "choices": ["propose a partnership", "try to buy the map", "steal the map"], "transitions": {"propose a partnership": "docks_prepare", "try to buy the map": "tavern_haggle", "steal the map": "tavern_fight"}, "consequences": {}, "media": []}, "haggle": {"description": "The sailor eyes you shrewdly. \"This here map's worth a king's ransom,\" he slurs.", "choices": ["offer a pouch of gold", "walk away"], "transitions": {"offer a pouch of gold": "docks_prepare", "walk away": "tavern_start"}, "consequences": {}, "media": []}, "fight": {"description": "You lunge for the map, but the sailor's quicker than he looks! A brawl erupts, tables are overturned, and mugs fly through the air.", "choices": ["fight dirty", "try to reason with him"], "transitions": {"fight dirty": "tavern_victory", "try to reason with him": "tavern_defeat"}, "consequences": {}, "media": []}, "victory": {"description": "With a final blow, you knock the sailor unconscious. You grab the map and make a hasty exit.", "choices": ["head to the docks"], "transitions": {"head to the docks": "docks_prepare"}, "consequences": {}, "media": []}, "defeat": {"description": "The sailor and a couple of his cronies land some solid punches. You're tossed out of the tavern, bruised and map-less.", "choices": ["nurse your wounds"], "transitions": {"nurse your wounds": "tavern_start"}, "consequences": {}, "media": []}}, "docks": {"prepare": {"description": "The salty air of the docks fills your lungs. You can practically taste the adventure on the horizon. But first, you need a ship and a crew...", "choices": ["find a ship", "assemble a crew"], "transitions": {"find a ship": "docks_ship", "assemble a crew": "docks_crew"}, "media": []}, "ship": {"description": "You spot a sturdy-looking galleon with a \"For Sale\" sign hanging precariously from its mast.", "choices": ["inspect the ship", "look for another vessel"], "transitions": {"inspect the ship": "docks_captain", "look for another vessel": "docks_prepare"}, "media": []}, "crew": {"description": "The docks are teeming with salty dogs of all shapes and sizes.", "choices": ["recruit seasoned sailors", "round up some desperate souls"], "transitions": {"recruit seasoned sailors": "docks_captain", "round up some desperate souls": "docks_captain"}, "consequences": {}, "media": []}, "captain": {"description": "With a ship and a crew (of varying competence), you're ready to set sail! ", "choices": ["set sail for the open sea!"], "transitions": {"set sail for the open sea!": "openSea_start"}, "media": []}}, "openSea": {"start": {"description": "The open sea stretches before you, vast and unforgiving. The wind whips at your sails as you set course for the uncharted waters where the treasure awaits.", "choices": ["consult the map", "enjoy the voyage"], "transitions": {"consult the map": "openSea_storm", "enjoy the voyage": "openSea_mutiny"}, "media": []}, "storm": {"description": "A storm gathers on the horizon, dark clouds swirling ominously. Waves crash against the hull, threatening to swallow you whole.", "choices": ["weather the storm", "change course"], "transitions": {"weather the storm": "openSea_ghostShip", "change course": "openSea_start"}, "media": []}, "mutiny": {"description": "Your crew, a motley bunch at best, begin to grumble. They're growing impatient and greedy, their eyes glinting with mutiny.", "choices": ["quell the mutiny", "reason with them"], "transitions": {"quell the mutiny": "openSea_ghostShip", "reason with them": "openSea_start"}, "consequences": {}, "media": []}, "ghostShip": {"description": "Through the mist and fog, a ghostly silhouette emerges. A ship, its sails in tatters, manned by skeletal figures. This... is the ghost ship.", "choices": ["board the ghost ship", "flee"], "transitions": {"board the ghost ship": "ghostShip_deck", "flee": "openSea_start"}, "media": []}}, "ghostShip": {"deck": {"description": "You step aboard the ghost ship, the air heavy with the stench of decay. Eerie silence hangs over the vessel.", "choices": ["explore the ship", "search for the captain's quarters"], "transitions": {"explore the ship": "ghostShip_brig", "search for the captain's quarters": "ghostShip_quarters"}, "media": []}, "brig": {"description": "You stumble upon the ship's brig, its cells still occupied by skeletal remains shackled to the walls.", "choices": ["examine the skeletons", "leave the brig"], "transitions": {"examine the skeletons": "ghostShip_clue", "leave the brig": "ghostShip_deck"}, "media": []}, "quarters": {"description": "The captain's quarters are in disarray, as if a struggle took place. A tattered journal lies open on the floor.", "choices": ["read the journal", "search for the map"], "transitions": {"read the journal": "ghostShip_clue", "search for the map": "ghostShip_treasure"}, "media": []}, "clue": {"description": "You piece together clues from the journal and the skeletons. The ghost ship's captain hid the real treasure map to protect it from mutineers.", "choices": ["continue searching"], "transitions": {"continue searching": "ghostShip_treasure"}, "media": []}, "treasure": {"description": "After careful searching, you find a hidden compartment behind a portrait. Inside, a gleaming treasure chest awaits!", "choices": ["open the chest", "take the chest and flee"], "transitions": {"open the chest": "ghostShip_victory", "take the chest and flee": "openSea_return"}, "consequences": {}, "media": []}, "victory": {"description": "The treasure chest overflows with gold, jewels, and artifacts beyond your wildest dreams! You've found the legendary pirate treasure!", "choices": ["claim your prize and set sail"], "transitions": {"claim your prize and set sail": "openSea_return"}, "consequences": {}, "media": []}}, "openSea_return": {"return": {"description": "With the treasure safely stowed on your own ship, you set sail for home, leaving the ghost ship to its eternal slumber.", "choices": ["sail into the sunset"], "transitions": {"sail into the sunset": "end_end"}, "media": []}}, "end": {"end": {"description": "The sun dips below the horizon, painting the sky in hues of gold and crimson. You've cheated death, outsmarted ghosts, and claimed a fortune in pirate treasure. Your legend will be sung in taverns for centuries to come.", "choices": [], "transitions": {}, "media": []}}}
The user will provide a theme
"""
WFStage2prompt2 = """Please use the below config as a template to convert the story to config format (dont use the template values like masterlocation1):
{
"masterlocation1": {
"location1": {
"description": "UI - Experience Bar",
"events": [],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": []
},
There should be 3 master and 10 total sublocations.
The theme is provided by the user
"""
TimeRelatedMermaidStoryAttempttoRefinefromtoJSON = (
"""
{
"masterlocation1": {
"location1": {
"description": "The Old Oak Library",
"events": [
"Sarah discovers an ancient book about the town's lore and hidden history."
],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location2"
},
"media": [],
"developernotes": [
"This is the starting point of Sarah's journey (A1 in Actual Timeline)"
]
},
"location2": {
"description": "The Riverside Café",
"events": [
"Sarah overhears a conversation about a tragic event in the town's history.",
"She learns about a long-lost love and betrayal."
],
"choices": [
"confront patrons",
"continue exploring"
],
"transitions": {
"confront patrons": "masterlocation2_location1",
"continue exploring": "masterlocation1_location3"
},
"media": [],
"developernotes": [
"This location appears in both A2 (Actual Timeline) and N1 (Narrative Timeline)"
]
},
"location3": {
"description": "The Abandoned Mill",
"events": [
"Sarah discovers old photographs, letters, and a diary hinting at a hidden romance."
],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation1_location4"
},
"media": [],
"developernotes": [
"This location is A3 in the Actual Timeline"
]
},
"location4": {
"description": "The Clock Tower",
"events": [
"Sarah learns about a secret society that protected the town's secrets."
],
"choices": [
"investigate further",
"return to library"
],
"transitions": {
"investigate further": "masterlocation2_location2",
"return to library": "masterlocation2_location3"
},
"media": [],
"developernotes": [
"This is A4 in the Actual Timeline and leads to N2 in the Narrative Timeline"
]
}
},
"masterlocation2": {
"location1": {
"description": "The Riverside Café - Confrontation",
"events": [
"Sarah confronts the patrons about their conversation.",
"She learns that the tragic love story involves her great-grandparents."
],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation2_location2"
},
"media": [],
"developernotes": [
"This is N1 in the Narrative Timeline"
]
},
"location2": {
"description": "The Clock Tower - Hidden Room",
"events": [
"Sarah discovers a hidden room with documents about the secret society.",
"She finds a letter addressed to her great-grandmother from her great-grandfather."
],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation2_location3"
},
"media": [],
"developernotes": [
"This is N2 in the Narrative Timeline"
]
},
"location3": {
"description": "The Old Oak Library - Piecing Together History",
"events": [
"Sarah connects her family's history to the town's changes.",
"She learns about the establishment of the secret society."
],
"choices": [
"continue"
],
"transitions": {
"continue": "masterlocation2_location4"
},
"media": [],
"developernotes": [
"This is N3 in the Narrative Timeline"
]
},
"location4": {
"description": "The Abandoned Mill - Uncovering the Truth",
"events": [
"Sarah re-reads the diary and discovers the truth about the betrayal.",
"She realizes it was a misunderstanding fueled by jealousy and miscommunication."
],
"choices": [
"reflect on journey"
],
"transitions": {
"reflect on journey": "masterlocation3_location1"
},
"media": [],
"developernotes": [
"This is N4 in the Narrative Timeline"
]
}
},
"masterlocation3": {
"location1": {
"description": "Hidden Timeline Revelations",
"events": [
"The original betrayal that caused the rift between Sarah's great-grandparents is revealed.",
"The formation of the secret society to protect the town is uncovered.",
"The existence of the lost letter from Sarah's great-grandfather is discovered.",
"The truth about the carefully curated town lore is exposed."
],
"choices": [
"conclude journey"
],
"transitions": {
"conclude journey": "end"
},
"media": [],
"developernotes": [
"This represents the Hidden Timeline (H1, H2, H3, H4)",
"These events are not directly experienced but are revealed through Sarah's discoveries"
]
}
}
}
""",
)
#-------------------------#-------------------------#-------------------------#-------------------------
finished_product_demo = {
'village': {
'start': {
"description": "You wake up in a small village. You hear a rumor about a lost treasure.",
"choices": ['explore village', 'gather supplies', 'rest'],
"transitions": {'explore village': 'village_rumor', 'gather supplies': 'village_supplies', 'rest': 'village_start'},
"consequences": {
'gather supplies': lambda player: player.add_item('basic supplies')
},
"media": ["testmedia/fpe_small_village.webp", "testmedia/fpe_rumor_about_a_lost_treasure.webp", "testmedia/fpe_gathering_supplies_in_a_village.webp"]
},
'rumor': {
"description": "You hear more details about the treasure hidden in the ancient ruins nearby.",
"choices": ['decide to go', 'ignore'],
"transitions": {'decide to go': 'village_supplies', 'ignore': 'village_start'},
"consequences": {
'decide to go': lambda player: player.update_knowledge('treasure location')
},
"media": ["testmedia/fpe_rumor_about_a_lost_treasure.webp"]
},
'supplies': {
"description": "You gather supplies for your journey.",
"choices": ['head to forest', 'stay in village'],
"transitions": {'head to forest': 'forest_forest', 'stay in village': 'village_start'},
"media": ["testmedia/fpe_person_looking_away_Listening_I_cant_hear_you_pose.webp", "testmedia/fpr_person_looking_away_Listening_hand_over_ear.webp", "testmedia/fpe_You_gather_supplies_for_your_journey.webp", "testmedia/fpe_head_to_forest.webp"]
},
},
'forest': {
'forest': {
"description": "You enter the dense forest, heading towards the ruins.",
"choices": ['travel further', 'return to village'],
"transitions": {'travel further': 'ruins_ruins', 'return to village': 'village_start'},
"media": ["testmedia/fpe_village_start_collage.png", ]
},
},
'ruins': {
'ruins': {
"description": "You reach the ancient ruins. The entrance is dark and eerie.",
"choices": ['enter ruins', 'return to forest'],
"transitions": {'enter ruins': 'ruins_explore', 'return to forest': 'forest_forest'},
"media": []
},
'explore': {
"description": "You explore the ruins, encountering traps and puzzles.",
"choices": ['solve puzzle', 'avoid traps'],
"transitions": {'solve puzzle': 'ruins_hiddenPassage', 'avoid traps': 'ruins_ruins'},
"media": []
},
'hiddenPassage': {
"description": "You solve a challenging puzzle and unlock a hidden passage.",
"choices": ['enter passage', 'go back'],
"transitions": {'enter passage': 'ruins_treasureRoom', 'go back': 'ruins_explore'},
"media": []
},
'treasureRoom': {
"description": "You enter the treasure room and find the treasure chest.",
"choices": ['take treasure', 'leave'],
"transitions": {'take treasure': 'ruins_celebrate', 'leave': 'ruins_ruins'},
"consequences": {
'take treasure': lambda player: player.add_item('treasure')
},
"media": []
},
'celebrate': {
"description": "You celebrate your discovery and decide to bring the treasure back to the village.",
"choices": ['return to village'],
"transitions": {'return to village': 'village_return'},
"media": []
},
},
'village_return': {
'village_return': {
"description": "You return to the village with the treasure and share it with the villagers.",
"choices": ['end adventure'],
"transitions": {'end adventure': 'end_end'},
"media": []
},
},
'end': {
'end': {
"description": "Your adventure ends here. The villagers are grateful and everyone's lives improve.",
"choices": [],
"transitions": {},
"media": []
},
}
}
#-------------------------#-------------------------#-------------------------#-------------------------
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