Now it's time to make your ideas come to life.
With the EntityEditor, you define which Properties and Influences Entities have and which Influences are available. After defining that in general, you'll have to create real Entities (instances) to fill your world(s).
Example 4. Dummy instance
Each Entity contains two Properties, named Body and Brain (unsigned integers, range (1,6), uniform distribution (1D6)). There is only one Type: 'Human' which brings Body and Brain.
With the ActionEditor, you define Predicates and choose which Actions are allowed. You'll have to code Actions if you want to use Actions not available in the Basic Instance.
Example 5. Dummy instance
The 'swim' action is coded like that:
(this is just a basic example, a 'real' swim action should take into account members tied, possible equipment, possible amputations, drugs, ...)perform( ..., where, ...) { if (swimming in calm water) difficulty = 3 else difficulty = 8 if ( entity.Body + 1D6 < difficulty ) entity sinks else entity swims }
With the QuestsEditor, you add new instances for already defined Quests patterns. It means defining when a type of Quest is possible, for who, etc.
Cf Quests-RFC for details about QuestsEditor
Example 6. Dummy instance
Chess quest: requires entity.Brain >= 4, success if an Action 'to play chess' succeed against Gary Kasparov, reward is a chessboard in marble. This quest can only be done one time. Wrestle quest: requires entity.Body >= 5, success if an Action 'to wrestle' succeed against Hogar 'Hand Crusher', reward is a bodyguard job at the palace.
And have fun.
You'll have to write doc, both for players (background and world(s) description, how to play, etc) and developers/maintainers.
Now you're trapped: you'll lost your sleep, coding or playing. And please don't forget to keep contact with us.