Tidy Text Adventures is split into a handful of 'Layouts' or 'Modules' - each of which performs a specific core function.

  1. World Map
    1. The World Map defines the physical structure of your adventure and contains Rooms in a North/East/South/West/Up/Down configuration.

  2. Room
    1. A Room is a ... room. It is placed within the map, has a number of exits, and may contain a number of items.
    2. The Inventory is a special type of room - in that it contains items but does not exist on the world map.
    3. Example: Living Room

  3. Item
    1. An Item is an object that may be picked up, used and interacted with.
    2. An Item does not necessarily have to be tangible (e.g "A spoon") it can be intangible and invisible, but used for logic purposes (e.g "Yourself")
    3. Example: Teapot

  4. Action
    1. An Action is the lowest form of logical operation that can be performed on the world.
    2. Example: "Remove Teapot from Room" or "Add Magnifying glass to Inventory"

  5. UseCase
    1. A UseCase is the real meat of the engine. It may trigger zero or many Actions, and is triggered by language input.
    2. A UseCase may have a point assigned to it (e.g: 1 of 10 actions performed)
    3. A UseCase may trigger the end of the game, as such it may be used to kill the player.
      Example: "Hit the teapot with the hammer"

  6. Language
    1. Language is the mortar that holds the whole metaphorical building together.
    2. The language module controls generic action, movement and function language.
    3. Example: North, East, South, West, Look, Take, New, Quit, Inventory