The plan is to open source our codebase. Right now, there’s not a lot in the way of documentation. I’d also like to work on a more stable front-back interface before publishing it, which brings me to the second issue; interfacing to backends like remglk.
You are right that there is no glk way to get to this “inside information” (as far as i know).
Is it possible to make an I6 extension that provides calls that can be made to determine these things. I am presuming that almost every game uses the standard library together with some extensions. To that extent, there is a defacto “standard” world model.
For example, all games use the same way of “knowing” what the player is carrying. This data could be exported with a custom extension. could it?
Now, whether that goes through GLK or around it is another question. For one thing, i like the idea of using a JSON interface, so if it could be passed through remglk, that could work.
So, in general, the problem is to;
design and define a standard JSON information interface schema.
To cover what i have so far, I’m currently using JSON interfaces (with WIP schema) for;
- the sidebar (inventory, things worn, carried in hand, icons, colors, people met, things known etc.)
- the map (known locations on a grid, box size, color, text in box, exits).
- options in (means to pass generic information, eg game difficulty)
- options out (game controlled color theme, story meta data, cover page content, credits etc.)
- choice box (choices, greyed-out choices, presentation style etc).
These are by no means final nor complete. I would welcome the idea of exploring the possibilities here.