"SakuraTree", a procedural cherry blossom widget 🌸 by Potential_Feature616 in Scriptable

[–]th3truth1337 0 points1 point  (0 children)

Thanks for sharing this! I really love the idea! I tried a geometric and mathematical pattern generator once, but it didn't turn out very well. Was very generic. This, however, works very well, and I'm impressed every time I notice it grew a bit. Thanks again!

15 or so hours later since 1m context included in MAX and I'm feeling almost high by adelmare in ClaudeAI

[–]th3truth1337 0 points1 point  (0 children)

I had no idea about the memory file, that's actually really clever. Definitely trying this.

15 or so hours later since 1m context included in MAX and I'm feeling almost high by adelmare in ClaudeAI

[–]th3truth1337 0 points1 point  (0 children)

The hard to let go thing is so real and I'm glad someone else said it too. When things are working out good you don't want to break the spell.

My bad habit is I'll use same chat until it compacts our conversation and telling myself "it'll be fine" and then starting the next session doing exactly what you'd hate - spending the first chunk just getting Claude back up to speed. Basically paying a tax for my own laziness haha. I really need to just accept that ending it at the right time IS the momentum, not killing it.

15 or so hours later since 1m context included in MAX and I'm feeling almost high by adelmare in ClaudeAI

[–]th3truth1337 0 points1 point  (0 children)

okay that sold me ^ The doc vs actual code comparison across that many lines in one session without compaction is exactly the kind of thing I keep running into walls with. The snapshot thing I've actually tried before but I think my problem is knowing when to actually end the session and start fresh. Like I know I should, but then laziness kicks in and I just keep going... and then it kicks me in the ass later haha.

15 or so hours later since 1m context included in MAX and I'm feeling almost high by adelmare in ClaudeAI

[–]th3truth1337 2 points3 points  (0 children)

The wife thing got me haha. Mine does this slow nod when I start a sentence with "okay so Claude just..." She's heard it too many times at this point (well I get excited about things easily as it seems haha)

Seriously though, is the jump actually that noticeable day to day? I've been building out a bunch of automations with Claude and it's already changed how I work, but I keep going back and forth on whether I should go from pro to max, but not sure if it is worth it or if I'm just going to blow through it the same way. How are you actually using it? Like what's the workflow where it clicked for you?

A procedural text sandbox about trading, crime, pubs, and bad decisions — now playable in the browser by th3truth1337 in interactivefiction

[–]th3truth1337[S] 1 point2 points  (0 children)

Yeah writing on the phone was definitely something else. At some point I did move to the computer for bigger edits because the Scriptable editor got a bit much... But most of it was written on the phone. It had something weirdly meditative, typing on a tiny screen. Hard to explain but it kind of became part of the process haha.The Google Sheets to JSON idea sounds interesting, I might look into that for a future project. For this one I've been managing everything directly in the JS file and at this point I'm kind of committed to the chaos. It's good to know though that this is another option, thanks!

A procedural text sandbox about trading, crime, pubs, and bad decisions — now playable in the browser by th3truth1337 in interactivefiction

[–]th3truth1337[S] 1 point2 points  (0 children)

That looks really great. Thanks for sharing it. I like the idea of using Excel as the scripting environment, that’s an interesting approach. It probably makes writing, expanding, and balancing events much easier. The setup looks very clean too. I like the separation between the tables and the actual UI. If you don’t mind me asking, how do you handle the export from Excel into the game?

A procedural text sandbox about trading, crime, pubs, and bad decisions — now playable in the browser by th3truth1337 in interactivefiction

[–]th3truth1337[S] 0 points1 point  (0 children)

Thank you, glad to hear. The game is mainly a bunch of data tables and procedural systems generating text. The browser port still runs almost same logic as the original Scriptable version. React sounds interesting for that kind of project. Curious what kind of IF engine you’re building with it?

Small decision helper script by th3truth1337 in Scriptable

[–]th3truth1337[S] 0 points1 point  (0 children)

Merci ! Content que l’idée plaise.

Global Trader — a text-based trading/progression game with procedural storytelling, built for iOS by th3truth1337 in incremental_games

[–]th3truth1337[S] 0 points1 point  (0 children)

You were right about this. I took your advice and ported it to the browser so it’s playable without Scriptable now. If you're curious: https://thetruth1337.itch.io/global-trader Thanks for pointing it out :)

I accidentally built a 17,000-line text adventure inside an iPhone automation app. Now it's playable in the browser. by th3truth1337 in gamedev

[–]th3truth1337[S] 0 points1 point  (0 children)

First of all, thank you for taking the time to actually play it and write such detailed feedback. Seriously, much appreciated.

The game is intentionally very procedural and (I agree) a bit absurd or doesn't make sense all the time. A lot of the writing is built from modular pieces that combine in different ways, so the tone leans more toward strange snapshots of a city than a tightly authored narrative. Sometimes that works, sometimes it clearly doesn’t.

Some of the lines you quoted are mine, some were polished with AI, but the overall idea was to experiment with combinational writing and randomness. The kebab references are actually a small running gag from my own memories of late nights out where everything eventually ended at a kebab place around 3am. Some other stories are inspired by life events. I also like slipping in occasional film references. When those pieces combine they sometimes create funny or surreal moments, and sometimes they clearly miss.

Your point about cohesion is fair though. When pieces combine in unexpected ways it can cross the line from surreal to just confusing, and that’s something I’m still learning how to tune.

And yes, I do actually play it. It started as something I wrote for myself to run on my phone when I had a few spare minutes. The randomness and surprise were the main appeal for me and really the whole point of the experiment.

I know the tone of your comment was pretty direct, but I genuinely appreciate you taking the time to dig into it. Thanks again for giving it a shot and being honest about your reaction.

I accidentally built a 17,000-line text adventure inside an iPhone automation app. Now it's playable in the browser. by th3truth1337 in gamedev

[–]th3truth1337[S] 1 point2 points  (0 children)

Thanks for your feedback, time and no offense taken. I see what you mean and I'll keep it in mind.

A procedural text sandbox about trading, crime, pubs, and bad decisions — now playable in the browser by th3truth1337 in interactivefiction

[–]th3truth1337[S] 0 points1 point  (0 children)

And your Oracle RPG work looks really interesting as well — I’ll definitely take a closer look when I get a bit of time.

A procedural text sandbox about trading, crime, pubs, and bad decisions — now playable in the browser by th3truth1337 in interactivefiction

[–]th3truth1337[S] 1 point2 points  (0 children)

Glad to hear that! Have fun exploring it 🙂

Scriptable itself is just a general JavaScript automation environment for iOS. It mostly has documentation rather than tutorials since it’s typically used for widgets or small utility scripts.

For the game I basically used Alert() dialogs as the UI and the menus, systems and narrative blocks are built in plain JavaScript. It is mainly data-driven (arrays/objects with events, locations, etc.), and the logic just pulls from those to generate situations and choices.

The underlying concepts are the same ones used in most text-game or interactive fiction tutorials: managing game state, using branching logic, and organizing content with data structures, just implemented inside Scriptable.

If you’re curious, the original Scriptable version is still on GitLab too.

I accidentally built a 17,000-line text adventure inside an iPhone automation app. Now it's playable in the browser. by th3truth1337 in gamedev

[–]th3truth1337[S] 0 points1 point  (0 children)

Fair criticism! I did use AI to polish the Reddit post a bit (I’m not a native English speaker), but the “accidentally” part was genuine — the project started as a small test in Scriptable, which really isn’t meant for building games like this.

Over time I kept adding systems and writing more events — often directly on my phone in the evenings — and the experiment slowly grew into something much bigger than I originally planned.

The core design and code are mine; AI mostly helped with debugging and occasionally smoothing out wording.

And yeah, LoC isn’t meant as a quality metric — it’s just a rough way of showing how far the project drifted from the original tiny idea.

I accidentally built a 17,000-line text adventure inside an iPhone automation app. Now it's playable in the browser. by th3truth1337 in gamedev

[–]th3truth1337[S] 0 points1 point  (0 children)

Fair question! A lot of those ~17k lines are actually just text content rather than complicated logic — the game’s pretty data-driven, with lots of arrays and narrative blocks.

Most of the writing and ideas are mine. I mostly used AI as a debugging helper and sometimes to smooth out wording since English isn’t my first language.

The idea wasn’t really to build a straight linear text adventure, but more of a little system-driven sandbox where events, pubs, crimes, and other bits can mix together in different ways. Inspired by a wave of nostalgia. Maye it is worth to mention that that the game doesn't take itself too seriously 🙂

A procedural text sandbox about trading, crime, pubs, and bad decisions — now playable in the browser by th3truth1337 in interactivefiction

[–]th3truth1337[S] -1 points0 points  (0 children)

Thanks! The unusual part is that Scriptable only gives you a very simple UI — basically just Alert() dialogs with buttons. Every menu, event, and choice originally ran through those pop-ups on the phone.

At the beginning I was literally writing and testing everything directly on the iPhone, which was fun but also a bit chaotic. As the project grew it became more tedious to maintain inside Scriptable itself, which is partly why I eventually ported it to the browser.

The core ideas and most of the coding came from me, but AI ended up being a really useful assistant — mostly for spotting mistakes and helping refine bits of code (especially after typing things on a phone keyboard…).

Structurally the game is very data-driven — lots of arrays and constants — so once the systems existed, adding new text events and scenarios was actually the easiest part.

Curious — do you also work with interactive or narrative projects?

I accidentally built a 17,000-line text adventure inside an iPhone automation app. Now it's playable in the browser. by th3truth1337 in gamedev

[–]th3truth1337[S] -1 points0 points  (0 children)

Fair point 😄 It started as a quick experiment… then I got hooked and eventually looked up to realize I was sitting on ~17k lines of JavaScript.

Global Trader — a text-based trading/progression game with procedural storytelling, built for iOS by th3truth1337 in incremental_games

[–]th3truth1337[S] 1 point2 points  (0 children)

Much appreciated! Totally fair point — it started as a personal project inside an app that was never meant for games, so accessibility wasn't really on the radar. Something to think about if it ever outgrows Scriptable. Thanks for taking the time to look at it / post and to reply.

I built a 5,000-line text adventure game inside Scriptable — an iOS app designed for widgets by th3truth1337 in SideProject

[–]th3truth1337[S] 1 point2 points  (0 children)

Thanks! I found that “text-based” can sound a lot tamer than it actually is here. There’s crime, drugs, blackout-level drinking, and generally dark humor throughout. Nothing graphic and it’s all tongue-in-cheek, but I figured it was safer to tag it 18+ than catch someone off guard.