""" Variables moved to make reading a bit easier ctrl+f - #-------------------------#-------------------------#-------------------------#------------------------- FAQ and RAG data 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 """ #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 = { "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:"), ], } # 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"}, ] #-------------------------#-------------------------#-------------------------#------------------------- # 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