Stan-Stani/walk-engine

Shared engine of the walk-around Korean games 성실호, 형제 and 방과 후

JavaScript

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15 commits

updated Oct 5, 2026

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I had Claude build Pokémon-style games for learning Korean vocab (r/ClaudeAI)

Hi guys, I've felt that playing video games in my target language might be a good way to improve, especially dialogue heavy games like the Pokemon series. But I've found that Pokemon is way above my current level. What if Claude could create a top-down Pokemon-esque game where you walk around and…

1

Oct 5, 2026

README

walk-engine

The shared engine of the walk-around Korean games 성실호 (exodus-a), 형제 (expert-brother) and 방과 후 (sora-vocab).

  • engine.js is the one engine. Each game has src/game.js (var GAME={prefix, title, log, term, player}), and its page decides the optional parts: talk portraits need #face in the dialogue box, and 나 꾸미기 needs #mePanel.
  • ./sync.sh copies engine.js into every game's src/engine.js (generated, with a header saying so). Then run each game's build and playtests before publishing.
  • Scripted walks: a dialogue step with walk:{npc:'id', from:[x,y]} makes that NPC, once the conversation closes, appear at from and walk the shortest path to its own spot (x,y). It already counts as standing there for talking and collisions. If someone blocks the way in, it walks as close as it can and then steps in.
  • leave:{npc:'id', to:[x,y]} on the step whose flag hides that NPC: once the conversation closes it walks from its spot to to (a door, the map edge, up a tree) and is gone. Both take one object or a list.
  • 문제 알리기 (START menu, added by the engine): game or Korean problem, plus a note. Context is attached automatically: chapter, room, position, objective, the last lines and the last looked-up word. 보내기 links to the word-reports inbox (https://seldoncortex.com/word-reports/#…); see the word-reports repo.

Stan-Stani/walk-engine

Shared engine of the walk-around Korean games 성실호, 형제 and 방과 후

JavaScript

0

15 commits

updated Oct 5, 2026

See the code

See what people are saying

SourceMessageScoreDate

I had Claude build Pokémon-style games for learning Korean vocab (r/ClaudeAI)

Hi guys, I've felt that playing video games in my target language might be a good way to improve, especially dialogue heavy games like the Pokemon series. But I've found that Pokemon is way above my current level. What if Claude could create a top-down Pokemon-esque game where you walk around and…

1

Oct 5, 2026

README

walk-engine

The shared engine of the walk-around Korean games 성실호 (exodus-a), 형제 (expert-brother) and 방과 후 (sora-vocab).

  • engine.js is the one engine. Each game has src/game.js (var GAME={prefix, title, log, term, player}), and its page decides the optional parts: talk portraits need #face in the dialogue box, and 나 꾸미기 needs #mePanel.
  • ./sync.sh copies engine.js into every game's src/engine.js (generated, with a header saying so). Then run each game's build and playtests before publishing.
  • Scripted walks: a dialogue step with walk:{npc:'id', from:[x,y]} makes that NPC, once the conversation closes, appear at from and walk the shortest path to its own spot (x,y). It already counts as standing there for talking and collisions. If someone blocks the way in, it walks as close as it can and then steps in.
  • leave:{npc:'id', to:[x,y]} on the step whose flag hides that NPC: once the conversation closes it walks from its spot to to (a door, the map edge, up a tree) and is gone. Both take one object or a list.
  • 문제 알리기 (START menu, added by the engine): game or Korean problem, plus a note. Context is attached automatically: chapter, room, position, objective, the last lines and the last looked-up word. 보내기 links to the word-reports inbox (https://seldoncortex.com/word-reports/#…); see the word-reports repo.