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 entering it, 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
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 it 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. With use state-machines in the
header:
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 pushing it while the boiler is cold → refuse primer-dry; the cold boiler answers switch on with a hollow CLANK).