Library and a runtime for narrative-driven games.
[health = 80]
[energy = 100]
[potions = 2]
Neon lights flicker across the rain-slicked streets of New Eridu.
Holographic ads scream for your attention as hover-cars zip overhead.
Your comms crackle to life.
Operator: Proxy, this is Control. Hollow anomaly in Sector 7 slums.
Operator: Corrupted Ethereal drone gone rogue - it's assimilating tech and proxies alike.
Operator: Neutralize it before it breaches the outer wall. Gear up and move out.
- Check Inventory : Inventory
- Move to Factory : Factory
# Inventory
Health [health] | Energy [energy]
Potion [potions] (Restore 30 health)
Your plasma rifle hums softly, charging indicator glowing blue. Standard-issue, reliable.
Base Damage [damage]
[move Factory]
# Factory
Rusted gates creak open. Inside, machinery groans under red emergency lights.
A massive shadow lurches forward - the Corrupted Drone.
It screeches: "Intruder... assimilate!"
[move Battle]
- Use
harrow.Libraryto parse a story file into aharrow.Storyobject. - Pass the
Storytoharrow.Runtime, which interprets and runs the content. - Attach listeners to
harrow.Runtimeevents like text, choices and actions to connect the narrative to UI or game systems.
