A new-school reimagining of Sierra's 1980s AGI interpreter in Rust + macroquad: - Dual-buffer (visual + priority) room model with hand-painted walkability - In-engine room editor: brush/line/rect/fill/pick/erase/oval/image/spawn/object tools - Sprite pipeline (PNG -> EGA quantize), multi-room worlds with edge exits - Objects with look/use/needs/keys/win conditions (no code) - Forgiving text parser + optional local-LLM lane (Ollama / OpenRouter) - Branching NPC dialogue trees, chiptune SFX, per-room ambient music - Content kit: 61 archetypes across fantasy/scifi/monsters/saucy/horror - Full docs: README, EDITOR_GUIDE, MANUAL, art manifesto + Gemini prompts Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
21 lines
747 B
TOML
21 lines
747 B
TOML
[package]
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name = "mrpgi"
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version = "0.1.0"
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edition = "2021"
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description = "Monster Robot Party Game Interpreter — a new-school, Apple-Silicon-native reimagining of the Sierra AGI adventure engine."
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[dependencies]
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macroquad = "0.4"
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image = { version = "0.24", default-features = false, features = ["png"] } # PNG-only: lean builds
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serde = { version = "1", features = ["derive"] } # room (.json) save/load
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serde_json = "1"
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ureq = { version = "2", features = ["json", "tls"] } # AI parser: local Ollama / OpenRouter HTTP
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# macroquad renders much more smoothly when its dependencies are optimized,
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# even during `cargo run` dev builds. Our own crate stays fast to recompile.
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[profile.dev]
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opt-level = 1
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[profile.dev.package."*"]
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opt-level = 3
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