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 (beat 3)
go run . -finale # the finale — try the Nokia-punk theme switch
go run . -screen selector # the location selector: the map the city hangs off
go run . -screen hospital # any screen in the deck, e.g. to look at the art
Screen names are the constants in internal/names (selector, paul_shop,
noodle_house, alley, norman_apartment, police_station, hackerspace,
ice_cream_shop, trinket_shop, small_restaurant, secret_club,
bbs_terminal, street, hospital, server_farm, secret_lab,
rooftop_hideout, public_bbs, bvk_branch, curator_shop, scrap_market,
samizdat_press, showroom, columbarium).
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) |
← → |
previous / next screen, in concept-art order, wrapping |
F1 |
toggle hotspot outlines |
SPACE |
during a cutscene: let the tape speak, if it offered |
The screens are connected to each other (see The map below); the arrow keys are a reviewing tool on top of that, walking the deck in concept-art order. The walk is inert during a cutscene, a menu, or a stopped world, so it can never cut across an authored beat.
Screenshots: EBITEN_SCREENSHOT_KEY=q go run ., then press q in the window.
Layout
Internal resolution is 640×380: the size of one painted background. Integer scaling only; the window opens at 2×.
That size is not a taste call. inkwell scales a scene background over the
whole screen (core.engine.go), not over the region the HUD leaves free — so
at any screen size other than the art's own, every painting is squashed to fit.
The deck is drawn at 640×380, so the screen is 640×380 and the art lands pixel
for pixel. TestSceneBackgroundsResolve keeps the two in step: a background of
any other size fails the build.
It still gives the wiki's "320×200 VGA look" brief what it was after — a low, wide VGA frame at an exact 2× of a 320-wide canvas — and it still keeps the engine's fixed 6×16 debug font readable, at 4% of the screen height. (At 320×190 it would be 8%: rows overlap and the top bar cannot hold a line.)
The HUD is therefore an opaque strip laid over the foot of the painting, and it is measured from the bottom and kept as short as its contents allow — a status row, then the two rows of inventory slots, which are the tallest thing in it. Every pixel it gives back is a pixel of art.
0 394│396 639
┌────────────────────────────────────────────────────────────────────┐
0 │ ALLEY — paused SRP: 1 tape │ TopBar (20)
20 ├────────────────────────────────────────────────────────────────────┤
│ scene — hotspots, characters, SpeechBubble │ Scene (242)
262├─────────────────────────────────────────┬──────────────────────────┤
│ Use hook on: floor grate │ DEX │
│ ┌───┬───┬───┬───┐ ┌───────┐┌────────┐ │ "The hook is a hand │ HUD (118)
│ └───┴───┴───┴───┘ │ 1 DEX ││ 2 — │ │ shorter than the gap." │
379└─────────────────────────────────────────┴──────────────────────────┘
InventoryBar TapeSlots TapeChannel
Every vertical measurement derives from ui.LineH (glyph cell + leading) and
from ui.ScreenH, not from the wireframe deck's ratios, so the layout cannot
drift out of step with the font — or with the art — again;
TestLayoutFitsTheFont guards it. The tape channel comes out at 4 rows of 38
columns, which is about one and a half 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/
background/ one file per screen: paul_shop.go, noodle_house.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
screen/ one file per screen: alley.go, trinket_shop.go, … + exit.go
Adding a screen means adding screen/<name>.go and background/<name>.go, and
one line in each package's list. Nothing else moves.
On the word "screen". inkwell's entity is called a Scene, and that is the
type every file in screen/ returns — but the wiki, the concept-art deck and
the beat tables all count screens, so the package, the files and the flag say
screen. "Scene" survives only where the code is talking to the engine
(world.EnterScene, SceneManager).
Art lives in assets/bg/ and is embedded into the binary (main.go), because
js/wasm has no OS filesystem and make binaries packages the executable alone.
The map
Where a screen leads is recorded in that screen, in its own file, and it
comes from the wiki's location graph
(projects/realworld/story#helyszín-gráf-vázlat). That graph has two kinds of
edge and so does the code:
- Physical adjacency — the alley is behind Noodle's house, the eating place
is next door to the trinket shop, the club is through its back room, the roof
is up Norman's stairs. Declared with
to:in the screen'sexits. - The selector — the wiki centres its map on a Helyszínválasztó, "nem
valódi helyszín, hanem a menü-képernyő": a screen every main location connects
to both ways. A screen marks itself
onSelector: true;screen/selector.gobuilds the other half of each of those edges, so the list of locations on the map is never written down twice.
The wiki's conditional arrows survive too: needs: holds the flag an exit waits
for, which is how Bolt →|beengedés| Klub is expressed — the way into the club
is visible and named from the first visit, and stays shut until the shopkeeper
has been shown the underwater sun.
Until the doors are measured on the paintings, an exit is a strip along one edge
of the picture (sideLeft, sideRight, sideBack, sideNear) — the
convention every 1990s point & click used, and one field to re-aim later. A
screen reached from several rooms has no fixed way out: the BBS terminal is the
same terminal from the club, the flat or the roof, so its exit is back.
Three tests keep the map honest: every exit names a registered screen, every screen has a way out, and every screen can be walked to from Paul's shop through the exits alone — the arrow keys do not count.
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
- The HUD still covers the foot of every painting. The art is no longer stretched, but the strip is opaque and 118px of the 380 sit on top of the picture. Either the deck gets recut so nothing that matters lives in its bottom third, or the HUD gets a translucent panel treatment.
- The screens are empty. 22 backgrounds are in and they are wired to each other, but only the alley has hotspots, NPCs and dialogue; everywhere else there is nothing to do but leave again.
- The selector has no art. The wiki's Helyszínválasztó is the centre of the map and the deck does not include it, so it renders as a placeholder with one labelled pin per location on a plain grid.
- Two screens are missing from the deck. The alley (the one authored beat) and deck 05, Norman's workplace — which is in the wiki's catalogue but has no screen file yet, so the workplace thread of the story has nowhere to happen.
- 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.