game skeleton
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@@ -11,15 +11,45 @@ the wiki (`services/wiki-pages/pages/projects/realworld` and
## Running
inkwell is consumed as an ordinary Go module from the forge. Prerequisites:
Go 1.26+ and SSH access to `git.teletypegames.org`.
```bash
git clone ssh://git@git.teletypegames.org:2222/games/realworld
cd realworld
export GOPRIVATE=git.teletypegames.org # the Makefile sets this for its own targets
go mod tidy
go run .
```
```bash
go run . # the alley scene (beat 3)
go run . -finale # the finale — try the Nokia-punk theme switch
go run . -scene alley # pick a starting scene
go test ./... # content and layout checks, no window needed
```
`go.mod` carries a `replace` pointing at the neighbouring inkwell checkout so
the engine and the game move together. Drop that line for a release build.
To work against a local inkwell checkout, add a `replace` line temporarily —
and take it out before committing:
```bash
go mod edit -replace git.teletypegames.org/engines/inkwell=../../engines/inkwell
go mod edit -dropreplace git.teletypegames.org/engines/inkwell
```
## Building
```bash
make build # native binary into bin/
make test # headless: validates content and HUD layout
make wasm # dist/game.wasm + wasm_exec.js
make export VERSION=0.1 # zipped HTML/WASM bundle
make binaries VERSION=0.1 # win-x86, win-x64, linux-x64 zips
make clean
```
CI is Woodpecker; `.woodpecker.yaml` only names the platform, and the update
server serves the actual pipeline (`GET /build/config?platform=ebitengine`).
Release metadata lives in `metadata.json`.
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