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AdventureJS Docs Downloads
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Document listing features of AdventureJS. features

Introduction:Features

  • Extensive and fully searchable documentation
  • Portability: Run your game on any web page.
  • Game file bundler: Save your game as a single HTML file for upload to itch.io or other website.
  • Real time debugging Debug as you play-test
  • Dual debug streams: In-game debugging for player and in-console debugging for developer, with over 1,000 distinct log messages
  • No compiling: Your game code is the game file.
  • Over 170 verbs, each with distinct logic
  • Handles "go to" with built-in pathfinding using Dijkstra's algorithm
  • Handles take all and its variations:take all but A and B, take all A from B, take all A but B from C, etc.
  • Easily enable and disable built-in verbs
  • Modify existing verbs or write new ones
  • Over 1,000 distinct responses to various player input
  • Customize any built-in responses
  • Customize visual styles via inline CSS or use your own style sheet
  • Use images in text
  • GUI options for text+graphic hybrid games
  • Custom code hooks: Includes numerous code hooks for injecting custom logic
  • Supports ad hoc Javascript functions
  • Parser handles up to three nouns
  • Built-in goal system
  • Built-in hint system
  • Built-in scoring system
  • Add custom pronoun sets
  • Set distinct person for parser and player: 1st person parser: I don't know the word foo.
    2nd person player: You can't take the bar.
  • Handles titles with periods, like Mrs., Dr., Ph.D., etc.
  • Parser handles objective pronouns like him, her, it, them
  • Parser handles possessive pronouns like his, her, its, their
  • Parser handles possessive nouns with apostrophes, such as take the Adventurer's lamp
  • Parser recognizes common body parts that haven't explicitly been defined as distinct objects, such as tickle the Grue's toes
  • Built-in support for substances like water and sand, and substance containers
  • Built-in support for fungibles, i.e. taking one from a bunch
  • Dynamic asset creation: Use game.addClass() to create new assets at runtime.
  • Use the optional x|y|z coordinate system to determine reachability of objects in the same room