The long night: timelines, the fuse, machines
The fixed timeline
A define sequence is a schedule. Fernhill's clock is the whole game's
pressure:
define sequence the long night
at turn 14
phrase dusk-deepens
change the story to midnight
at turn 70
phrase small-hours
at turn 130
lose dawn-comes
end sequence
at turn N steps fire on schedule; the last one is the losing ending:
dawn comes, the auction party arrives, the game ends. Note the story-state
flip at turn 14: header states: plus change the story to … is how the
world knows what hour it is.
The fuse: a countdown with stakes
Entering the folly (once) lights an old blasting fuse. A second sequence anchors on that event rather than a turn number:
create the Folly
a room
after the player entering, once
change the fuse to lit
phrase fuse-catches
end after
define sequence the fuse burn
when the fuse becomes lit
phrase fuse-racing
3 turns later
kill the player fuse-blast when the fuse is lit
end sequence
when <entity> becomes <state> starts the clock; N turns later steps
follow; kill the player is the hard ending, gated when the fuse is lit, so cutting the fuse (cuttable with the garden shears, Things)
defuses the death. Both branches are real: the game will kill you.
Recurring events, gated on presence
create the Cellar
a thing
on every turn
phrase cellar-drip
end on
on every turn while the oil lamp is lit, once
phrase lamplight-startle
end on
An entity's on every turn clause fires only while the player is there
to hear it. The , once modifier makes a beat that never repeats; a
while gate makes one that tracks live state. (The fuse hisses the same
way: on every turn while the fuse is lit.)
The boiler: a state machine
The boiler is the estate's centerpiece. The brass plate says FILL. PRIME. LIGHT, and the machine enforces it. State machines are core vocabulary, so no header line opens them:
define machine the boiler works
role furnace is the boiler
starts cold
state cold
when turning the stopcock: filled
state filled
on enter
change the boiler to filled
phrase water-gurgles
end on
when pushing the primer plunger: primed
state primed
on enter
change the boiler to primed
phrase primer-thumps
end on
when switching_on the furnace: running
state running, terminal
on enter
change the boiler to running
change the vine to flowering
phrase pipes-warm
phrase vine-stirs
play sound boiler-thump when client has sound
end on
end machine
Transitions are player actions on world entities (when turning the stopcock: filled); on enter bodies mirror machine truth onto the
boiler's visible states, narrate, and (note the last line) reach into
the greenhouse: the running state flowers the vine. The machine is the
causal spine of the estate: the boiler runs, the frost seal opens
(The world's live block), the vine flowers, and the silver locket appears
in the next chapter.
Out-of-order attempts get their own voices, authored as refusals on the
entities themselves (on the player pushing while the boiler is cold → refuse primer-dry; the cold boiler answers switch on with a hollow CLANK).