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They are all reserved for good reason, and I have chosen not to document the object hierarchy yet because I don't think that beginners need that (yet), and I wanted to give myself space to refine the model, which is granted by being as ambigious as possible.

Anyway, as of today, below is the runtime object hierarcy.

  • "back" is a reserved identifier because it's used in gamebook mode to go to the last location (or page) on the stack.
  • "root" is a reserved identifier because every object, location,  scenery, character, in the game is placed beneath a root node called root.
  • "story" is the root element of things that exist in the game (locations, player, objects, etc)

+ root
   + ether
      + item_that_does_not_exist_1
      + item_that_does_not_exist_2
   + story
      + location_1
         + player
            + iten_id_of_held_object_1
            + iten_id_of_held_object_2
         + lamp
         + table
            + item
      + location_2
         + tree_1
         + npc_1
            + container_1
                + iten_id_of_object_in_container_1