Our challenger has invited us to his brainstorming and is developing in public, and taking this fearless transparency to even bolder heights, the project’s README features a tally of his open browser tabs!
As others have noted, the story file itself is fairly bare, leaving the heavy lifting to extensions.
Inform authors perenially ask What’s the best way to structure your project / organize your code?. The question’s recurrence no doubt owes something to a feeling like it never really gets answered.
Because the inevitable answer is it depends. And however dissatisfactory it may seem, it’s still the correct answer.
What’s most important in your story? How are you implementing things? What parts of the world model or Standard Rules in general are you changing and how? How big is it? How are the elements of your story similar to or different from each other and when? How big is your story? What makes sense to you?
Have a separate file on a per room basis? Sure, maybe. Or per region or scene or significant new command? The answers are “sure, maybe” all the way down.
Once you have an idea for how you want to separate things, using extensions to do so is a tried-and-true practice (though the current development version of Inform offers a new way to place code in separate files).
At the time of writing, I see these custom extensions:
- Map
- PC and Rucksack
- Rules and New Actions
- Scenes
or, places, the player character and their things, custom actions, and scenes. Or, perhaps, if one squints, setting, character, conflict, and plot structure.
Things move quickly in Keyboard Stadium, so I’ll refrain from attempting commentary on the content… for the moment.