Tidy Text Adventures is split into a handful of 'Layouts' or 'Modules' - each of which performs a specific core function.
- World Map
- The World Map defines the physical structure of your adventure and contains Rooms in a North/East/South/West/Up/Down configuration.
- A Room is a ... room. It is placed within the map, has a number of exits, and may contain a number of items.
- The Inventory is a special type of room - in that it contains items but does not exist on the world map.
- Example: Living Room
- An Item is an object that may be picked up, used and interacted with.
- 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")
- Example: Teapot
- An Action is the lowest form of logical operation that can be performed on the world.
- Example: "Remove Teapot from Room" or "Add Magnifying glass to Inventory"
- A UseCase is the real meat of the engine. It may trigger zero or many Actions, and is triggered by language input.
- A UseCase may have a point assigned to it (e.g: 1 of 10 actions performed)
- 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"
- Language is the mortar that holds the whole metaphorical building together.
- The language module controls generic action, movement and function language.
- Example: North, East, South, West, Look, Take, New, Quit, Inventory