10 KiB
Real World
Point & click adventure — game two of the Norman Arc. Engine: inkwell.
The player is Paul, a junk dealer investigating what happened to Norman from
the outside. His companion is Dex, a Personal Tape riding in slot one of
Paul's Armilla. The world, the terminology and the entity catalogue live in
the wiki (services/wiki-pages/pages/projects/realworld and
.../neumatronic-universe); this file records the game-specific UI decisions.
Running
inkwell is consumed as an ordinary Go module from the forge. Prerequisites:
Go 1.26+ and SSH access to git.teletypegames.org.
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 .
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
To work against a local inkwell checkout, add a replace line temporarily —
and take it out before committing:
go mod edit -replace git.teletypegames.org/engines/inkwell=../../engines/inkwell
go mod edit -dropreplace git.teletypegames.org/engines/inkwell
Building
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.
| Control | |
|---|---|
| left click | run the selected verb |
| right click | verb coin (Look / Use / Talk / Take) |
F1 |
toggle hotspot outlines |
SPACE |
during a cutscene: let the tape speak, if it offered |
Screenshots: EBITEN_SCREENSHOT_KEY=q go run ., then press q in the window.
Layout
Internal resolution is 640×400 — the same 16:10 as the wiki's "320×200 VGA look" brief and exactly 2× it, so art drawn at 320×200 upscales cleanly. Integer scaling only; the window opens at 2×.
The doubling is forced by type, not taste. inkwell renders text through a fixed 6×16 debug font that the domain cannot replace. At 320×200 a 16px glyph is 8% of the screen height: rows overlap, and a top bar sized from the wireframe deck's proportions cannot hold a single line. At 640×400 the same glyph lands at 4%, which is the proportion the design was drawn for.
0 394│396 639
┌────────────────────────────────────────────────────────────────────┐
0 │ ALLEY — paused SRP: 1 tape │ TopBar (20)
20 ├────────────────────────────────────────────────────────────────────┤
│ scene — hotspots, characters, SpeechBubble │ Scene (244)
264├─────────────────────────────────────────┬──────────────────────────┤
│ Use hook on: floor grate │ DEX │
│ ┌───┬───┬───┬───┐ ┌───────┐┌────────┐ │ "The hook is a hand │ HUD (136)
│ └───┴───┴───┴───┘ │ 1 DEX ││ 2 — │ │ shorter than the gap." │
399└─────────────────────────────────────────┴──────────────────────────┘
InventoryBar TapeSlots TapeChannel
Every vertical measurement derives from ui.LineH (glyph cell + leading), not
from the deck's ratios, so the layout cannot drift out of step with the font
again — TestLayoutFitsTheFont guards it. The tape channel comes out at 5 rows
of 38 columns, which is about two of Dex's remarks on screen at once.
The vertical divider at x=394 is the one proportion carried over from the wireframe deck: 61.6% world, 38.4% tape channel. The deck's vertical proportions are not carried over.
The dialogue box deliberately spans only the left region, so a tape can comment alongside a conversation.
The rule everything follows
Canon's central idea is the dual architecture: every machine has a digital side and an ACP side, and the "agent-mediated focus" turns that into a UI paradigm — one main text focus plus a side status panel, with the hand typing at the digital side and the voice speaking to the ACP.
The hand holds the world. The voice speaks to the tape.
WORLD— mouse, the four verbs, inventory → Paul acts.TAPE— thetalkverb and tape commentary → nothing happens in the world.There is always a visible, continuous separator between them, and the tape side never carries a button that reaches into the world.
Two consequences worth stating: there is no text input anywhere (the tape
channel is voice, opened with talk), and colour carries the rule — the
world and Paul speak in bone white, tapes in amber. If something is amber, a
tape said it.
There is also no "token" economy. The wireframe deck metered advice, but canon has no such concept and the wiki describes Dex as commenting continuously. If scarcity is ever wanted, the canon-native lever is the operator licence — without one a Personal Tape runs in restricted mode, and Paul certainly has no licence.
Structure
main.go flags + inkwell.Run
internal/names/ entity names and world-state keys
internal/theme/ realworld-93 + nokia-punk
internal/world/ unsaved runtime state, custom actions, action pump
internal/ui/ HUD: layout, custom widgets, coloured text
internal/content/ one file per registered entity, by kind
internal/boot/ wiring
world deliberately knows nothing about the HUD or the content — both build on
it, so the reverse would be a cycle:
names ← theme ← world ← ui
↑ ↑
content ──┴── boot ← main
Content is one registered entity per file, grouped by kind:
internal/content/
asset/ alley_background.go
character/ paul.go dex.go mystery_tape.go support_tape.go
item/ noodle_letter.go black_market_armilla.go mystery_tape.go
dialog/ dex_talk.go mystery_tape_silent.go
script/ tape_insert.go awakening_finale.go
scene/ alley.go
Adding a scene means adding scene/<name>.go and one line in scene/scene.go.
Nothing else moves.
Engine workarounds
Five inkwell limits turned up during implementation that the engine README does not mention. All five are worked around on the domain side; each is a candidate for a small engine change.
-
drawTextdiscards colour. Inasset.text.gothe colour argument is_ = cand rendering goes throughebitenutil.DebugPrintAt, which only draws white. Every text colour inThemeis therefore inert. Workaround:ui/text.gorenders onto a scratch image and blits it tinted withColorScale. The custom widgets colour correctly; the built-ins (StatusLine,DialogBox,TopBar,InventoryBar) are still white. Fix: movedrawTexttotext/v2— no call site would change. -
queueActionis unexported, so a domain widget cannot start an action. Workaround: the pump inworld/action.godrives its ownRunnerthrough the exportedinkwell.Ctx. Caveat: it runs alongside the engine's script runner, not instead of it. -
The
"Nem ehhez."flash is hardcoded incore.engine.gofor an item/hotspot pair with noOnUseWith, and cannot be replaced from the domain. Workaround:UseWithGuard— widgets tick before the engine'shandleSceneInputand can consume the click, so unauthored pairs fail in character instead, escalating on repeats. -
No exported
CurrentScene(), but the pump needsCtx.Scene. Workaround:world.EnterSceneis the first step of every scene'sOnEnter; the domain tracks it. -
Widgets have no
Visiblefield and theManagercannot unregister, so the built-in HUD cannot be hidden during a cutscene. Workaround: thegatewrapper inui/ui.goforwardsTick/Draw/BlocksClickAtonly while the HUD is visible. -
Runhardcodes a 4× window (core.dsl.go), which at 640×400 would be 2560×1600 — bigger than most laptop screens. Workaround: thewindowSizerwidget resizes once on the first tick, since Run sets the size before entering the loop.
Also: the inkwell README gives the module path as
git.teletypegames.org/games/inkwell; the real path per its go.mod is
git.teletypegames.org/engines/inkwell.
Known gaps
- No art. Everything is an inkwell placeholder.
- Spent dialogue choices are hidden, not struck through.
DialogueChoice.Oncehides them; the deck wanted them struck through but visible, so the list becomes a memory of what you already tried. Needs a thin override overDialogBox. - Only beat 3 exists. The alley is a vertical slice;
boot.openingsets the police-tip flag that beat 2 will eventually set. - The render has only been inspected once, by the author of this repo. Geometry is covered by tests and a layout dump, but this environment cannot take a screenshot (both synthetic keystrokes and screen capture are blocked by macOS privacy permissions), so every visual judgement has to come from you.