f0c49295ea
Documents the replacement of Element with Behavior + Archetype, the elimination of the per-board element palette, the new map file format (archetype = "name" instead of passable = bool), the ErrorBlock sentinel, and the editor mode (AppMode, EditorState, palette panel, click-to-paint). Also updates "What's not yet implemented" to reflect editor progress and call out the Object behavior / glyph chooser / file open gaps. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
205 lines
14 KiB
Markdown
205 lines
14 KiB
Markdown
# viberogue — Architecture & Design Notes
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## What this is
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viberogue is a **game-making system**, not just a game. The model is ZZT (1991, Epic MegaGames) — a DOS game that shipped with a built-in editor and a simple scripting language (ZZT-OOP), which let players create and share their own worlds. The goal here is something similar: a runtime + authoring environment where game worlds are defined in plain text files with embedded scripts, and the engine interprets them.
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This document records the architectural decisions made so far and the reasoning behind them, so future development sessions don't have to rediscover the "why."
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---
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## Tech stack
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| Concern | Choice | Reason |
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|---------|--------|--------|
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| GUI/windowing | eframe 0.33 / egui 0.33 | Pure Rust, retained-mode, works on desktop and (eventually) WASM |
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| Scripting | Rhai 1.x | Pure Rust, sandboxed, WASM-compatible; designed for embedding |
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| Map format | TOML + serde | Human-readable, good Rust tooling, standard in the ecosystem |
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**WASM compatibility is a first-class requirement.** Everything in the stack must compile to WASM. This ruled out Lua (C FFI via mlua/rlua) for scripting. Rhai was chosen specifically because it is pure Rust with no C dependencies and explicit no_std/WASM support.
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---
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## Module structure
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```
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src/
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main.rs — app entry point, rendering, input
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game.rs — core data types and game logic
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map_file.rs — TOML deserialization, Board loader
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maps/
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start.toml — the starting map (loaded at launch)
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```
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### `game.rs` — core types
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The types here are the runtime representation of a game world. They are deliberately free of any file-loading or rendering concerns.
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**`Glyph`** (`Copy`)
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The visual representation of one cell: a character, a foreground color, and a background color. Stored *per cell* (not per element type) so individual cells can animate or vary their appearance independently — e.g. a "fire" element where each flame tile has a slightly different color — without changing their behavior.
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**`Behavior`**
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A plain data struct of runtime behavioral properties — currently `passable: bool` and `opaque: bool`. Returned by `Archetype::behavior()`. Adding a new property (e.g. `shootable`) requires only a new field here; no match arms needed at call sites. This is a deliberate improvement over storing behavior as a bag of booleans on a per-cell or per-archetype basis.
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**`Archetype`**
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An enum of named element types: `Empty`, `Wall`, `Object`, `ErrorBlock`. Each variant knows:
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- Its canonical map-file name (e.g. `"wall"`) via `name()`
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- Its default `Behavior` via `behavior()`
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- Its default `Glyph` via `default_glyph()` — used by the editor when stamping a cell
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`ErrorBlock` is a sentinel for map files that reference an unknown archetype name. It renders as a yellow `?` on red so malformed maps are immediately visible in-game. It is excluded from `ALL_ARCHETYPES` (the editor's list) because it is not a valid authoring choice.
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**Why `Behavior` and `Archetype` are separate types:**
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`Archetype` is the *named class* of a thing — it lets you say "this is a wall" in a map file and in the editor. `Behavior` is the *runtime properties* that drive simulation. Keeping them separate means adding a new property (e.g. `pushable`) only requires a new field on `Behavior`; no match arms need to be updated across the codebase.
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**Why Glyph and Archetype are separate:**
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In ZZT, each board tile had both a visual (character + color pair) and an element type. The visual could vary per-tile even for the same element type. We replicate this: `Glyph` is the visual (per-cell), `Archetype` is the class (shared across cells of the same type). This lets you have a wall that's gray in one room and blue in another without creating two archetype variants.
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**`Board`**
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The complete unit of a game world — one "room" or "screen" in ZZT terminology. Holds:
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- `cells: Vec<(Glyph, Archetype)>` — row-major grid; each cell directly owns its visual and behavioral class
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- `player: Player` — current player position on this board
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- `objects: Vec<ObjectDef>` — scripted objects (parsed, not yet runtime-wired)
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- `portals: Vec<PortalDef>` — exits to other boards (parsed, not yet runtime-wired)
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**Why `cells` is `Vec<(Glyph, Archetype)>` with no palette:**
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An earlier design had `cells: Vec<(Glyph, usize)>` where the `usize` indexed a per-board `elements: Vec<Element>` palette. This was eliminated because the palette indirection added complexity without benefit: `Archetype` is a `Copy` enum (4 bytes), so storing it per-cell is as efficient as storing an index, and it removes the invariant that the index must stay in sync with a specific board's palette.
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**Why `Board` is the complete unit (no wrapper struct):**
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An earlier design had `GameMap { board: Board, player: Player, ... }`. This was eliminated because the split was artificial: there's no meaningful use of a `Board` without a player position, and no meaningful use of a player without a `Board`. ZZT itself treats a board as containing everything — the grid, the objects, and the player entry point. Collapsing to a single struct matches the domain model.
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**`GameState`**
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Currently a thin wrapper around `Board` that provides game-logic methods (`try_move`). It exists to keep mutation logic (collision checking, movement) separate from the data. As the game grows, event processing and scripting dispatch will live here.
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---
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### `map_file.rs` — file loading
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**`MapFile`** and supporting structs are serde deserialization types only — they exist solely to parse TOML and are never used at runtime.
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**`impl From<MapFile> for Board`** — the single conversion point. Reads the palette (each entry maps a character to a `(Glyph, Archetype)` pair), then walks the grid string character-by-character to build `cells`. Unknown archetype names produce an `ErrorBlock` cell and log a warning. This is the only place that knows about both the file format and the runtime representation.
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**`pub fn load(path: &str) -> Result<Board, ...>`** — reads a file, deserializes, converts. Called from `main()` before the window is created.
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**Why loading happens before window creation:**
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The window minimum size is derived from `board.width` and `board.height`. eframe requires `NativeOptions` (including window size) to be set before calling `run_native`. So the board must be loaded first.
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---
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### `main.rs` — app + rendering
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`App` holds a `GameState`, an `AppMode` (`Play` | `Edit`), and an `EditorState` (`selected: Archetype`). The `update` method:
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1. Reads arrow key input and calls `GameState::try_move` — **Play mode only**
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2. Draws the menu bar with a File menu and a Play/Edit mode toggle
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3. In Edit mode: draws a right-side palette panel listing `ALL_ARCHETYPES` as selectable rows — declared before `CentralPanel` so egui allocates its space first
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4. Draws the board: for each cell, a filled background rect then a centered monospace character
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5. Draws the player on top using `Glyph::player()` (hardcoded `@` in cyan — the player is not a board cell)
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6. In Edit mode: allocates the full viewport as a click target; on click, converts pixel position to cell coordinates and stamps the cell with `(selected.default_glyph(), selected)`
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**Cell rendering constants:** `CELL_W = 14.0`, `CELL_H = 20.0` pixels. The board is centered in the CentralPanel when the window is larger than the minimum size. Window min-size is computed for Play mode; the Edit mode palette panel (`PALETTE_PANEL_W = 120.0` px) may clip the board at minimum size.
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**Click-to-cell math:** `rel = click_pos - origin; cell_x = (rel.x / CELL_W).floor() as i32`. Negative `rel` values stay negative and are caught by a `>= 0` guard. This mirrors the rendering math exactly so clicks land on the correct cell.
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---
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## Map file format
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XPM-inspired (XPM is an old X11 image format that uses a character palette to define pixel colors). A `[palette]` section maps single characters to both a `Glyph` (visual) and an `Element` (behavior). The `[grid] content` is a TOML multi-line string where each character is a palette key.
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```toml
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[map]
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name = "Room Name"
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width = 60
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height = 25
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player_start = [30, 12]
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[palette]
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" " = { archetype = "empty", ch = " ", fg = "#000000", bg = "#000000" }
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"#" = { archetype = "wall", ch = "#", fg = "#808080", bg = "#606060" }
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[grid]
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content = """
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############################################################
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# #
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############################################################
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"""
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[[objects]]
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x = 10
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y = 5
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script = """
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on_touch(|| { send_message("open"); });
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"""
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[[portals]]
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x = 59
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y = 12
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target_map = "cave"
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target_entry = "west_door"
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```
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**Why TOML over a custom format:**
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The `toml` crate gives us deserialization with minimal code. Multi-line strings for the grid give a visual representation of the map. Embedded Rhai scripts fit naturally in TOML multi-line strings without escaping issues.
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**Why archetypes by name, not by property:**
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Palette entries used to store `passable = true/false` directly. Switching to `archetype = "wall"` means adding a new behavioral property (e.g. `opaque`) only requires a code change — existing map files don't need to be updated. It also makes files more readable: `archetype = "wall"` is self-documenting. Unknown names produce a visible `ErrorBlock` cell rather than silently defaulting.
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**Why the palette approach:**
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A direct mapping from palette character → `(Glyph, Archetype)` means the map file is both human-readable (you can see the shape of the room from the grid string) and flexible (per-cell visual variation is possible by using different palette chars with the same archetype but different colors).
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**Colors** are `"#RRGGBB"` hex strings — universally understood, hand-editable.
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**`player_start`** is a header field, not a palette character. The player is not a board cell; they are an entity that moves over the board. Using a palette character for player start (like `@` in many roguelikes) would mean the tile under the player is always that character, which makes it awkward to place a player over different terrain.
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---
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## What's not yet implemented
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**Object scripting** — `ObjectDef` and `PortalDef` are parsed from map files and stored on `Board`, but they have no runtime effect yet. The next step here is:
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1. Wire `ObjectDef` scripts to Rhai: when the player moves to an object's cell, fire its `on_touch` handler
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2. Define the Rhai API surface (what functions scripts can call: `send_message`, movement, board queries)
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**Object behavior from scripts** — `Archetype::Object.behavior()` currently returns a static default (`passable: false, opaque: false`). Eventually, `Board::is_passable` will need a special branch for Object cells that reads the behavior from the cell's Rhai script instead.
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**Portal navigation** — `PortalDef` stores a `target_map` and `target_entry` but there's no multi-board loading or board switching yet.
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**Multi-board world** — right now the engine loads a single `maps/start.toml`. Future: a world file or directory of boards, lazy-loaded as the player moves through portals.
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**Editor glyph chooser** — the editor can paint cells with archetypes (default glyphs), but there's no way yet to choose a custom character or color for a cell. The next editor feature is buttons that open char/color picker dialogs.
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**File open dialog** — the editor has no way to load a different map file from the UI. This requires a native file dialog (e.g. `rfd`). WASM support for file dialogs is an open question.
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---
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## Future considerations
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These are not current requirements but intended future directions. Where a planned change conflicts with current design, the tension is called out explicitly so it can be addressed before it becomes a problem.
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### The player may become an object; boards may have no player
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The long-term goal is for the "player" to be an object on the board that happens to respond to arrow key events — not a hardcoded special entity. Some boards may have no player-like object at all and do something else with input events (a cutscene, a menu, a puzzle that reacts to keys differently).
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ZZT hard-coded the player as a special element and many game authors had to work around this limitation (e.g. hiding the real player behind a wall and scripting a fake one). This is a deliberate improvement over that model.
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**Current design tension:**
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The following assumptions are baked in today and will need to change when this is implemented:
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- `Board.player: Player` is a required non-optional field. A board with no player can't be represented. This should eventually become `Option<Player>`, or the player should be removed from `Board` entirely and tracked by the engine layer only when present.
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- `player_start` in the map file is a required header field. It will need to become optional, or player spawning will move into the object/script system (an object with a special role, spawned at its `x`/`y` position).
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- `GameState::try_move` directly mutates `board.player`. Once the player is an object driven by Rhai, movement will go through the scripting dispatch layer instead. `try_move` will likely be replaced by something like `engine.dispatch_event(ArrowKey(dx, dy))`.
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- In `main.rs`, the player is rendered as a hardcoded overlay using `Glyph::player()`. Once the player is an object, it should be rendered as part of the normal object layer, not as a special case.
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None of these are blockers for current work, but avoid making `Board.player` more central than it already is (e.g. don't add methods that assume player presence, don't derive window sizing from player position).
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---
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## ZZT reference
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ZZT (1991) was a text-mode game for DOS. Its playfield was 60×25 characters (the right 20 columns were the stats panel). Each board was a self-contained screen with objects (tiles with embedded ZZT-OOP scripts), passageways to adjacent boards, and a fixed element type system (about 50 built-in element types). Players could create worlds with the built-in editor and share `.ZZT` files.
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viberogue takes the core ideas — tile-based boards, embedded scripts per object, named portals between boards — and rebuilds them in a modern, WASM-capable stack with a more flexible scripting language and a human-readable file format. |