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I wrote StoryHarp for creating speech-interactive choose-your-own text adventures back around 1998 (in Delphi for Windows desktop), and ported it to the web about seven years ago (with some limitations) using TypeScript and Tachyons: https://storyharp.com/v3.0

Realistically, StoryHarp might be most fun to use as an authoring tools for kids making short idiosyncratic adventures to share with friends. StoryHarp could help people practice creative writing and learn just a bit of logic to set up puzzles (without getting bogged down in more computing complexity like writing C code or even just the conceptual demands of TADS or Inform, as amazing as those tools are).

I recently added a option (inspired by "flems.io") where you can create a StoryHarp link that includes the entire world definition in the hash. For example, here is a URL for a game that just says "You are visiting the Hacker News website" when you click "look": https://storyharp.com/v3.0/#world=N4Ig7g9gTgNgJgMQJYwKYDkCGB...

Otherwise the game stores data only in the browser (not the server) which can be exported or imported as files.

While I can see how LLMs might make for more realistic interactions with text adventures, writing text adventures is its own sort of puzzle (like coding programs manually), and I am not sure adding LLMs will really make creating such adventures a much more joyful experience. But maybe it could. I agree in general though that text adventures make a great playground for experimenting with new ideas (as with StoryHarp as an experiment in bringing browser ideas from Smalltalk into interactive fiction design).

P.S. I just expanded that Hacker News story with a couple more rules so you can have more of an experience: https://storyharp.com/v3.0/#world=N4Ig7g9gTgNgJgMQJYwKYDkCGB...

Anyway, that is the sort of idiosyncratic short experiential interactive fiction I am talking about. Just spend five or ten minutes and make something that captures an emotion or a theme or a concern or an moral conundrum or whatever.



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