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        <title>Ghostwood</title>
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        <url>http://zebby.org/ghostwood/_media/wiki:logo.png</url>
    </image>
    <item rdf:about="http://zebby.org/ghostwood/achievement?rev=1736205266&amp;do=diff">
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        <dc:date>2025-01-06T23:14:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>achievement</title>
        <link>http://zebby.org/ghostwood/achievement?rev=1736205266&amp;do=diff</link>
        <description>Achievements

Achievements are usually per-Player, rather than related to the Player&#039;s Character (Save File), and are meant to translate to external platforms, such as Steam.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-21T22:35:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>activity</title>
        <link>http://zebby.org/ghostwood/activity?rev=1745274924&amp;do=diff</link>
        <description>Activity

Predefined Activities

Each Model supports three pre-defined activities:  Speaking, Attentive, Idle.  If a Model is facing away from the Camera so that it&#039;s not possible to tell which of these activities they are engaged in, or if they are in Object Pose and there is no asset combining</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:12:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>actor_art_styles</title>
        <link>http://zebby.org/ghostwood/actor_art_styles?rev=1736201528&amp;do=diff</link>
        <description>Actor Art Styles

Photographic Actors

Realistic 3D Style Actors

Anime Stye Actors

Chibi Style Actors</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/actor_index?rev=1736193144&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T19:52:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>actor_index</title>
        <link>http://zebby.org/ghostwood/actor_index?rev=1736193144&amp;do=diff</link>
        <description>Actor Index

By Actor Style:

Realistic 3D Style Actors

Anime Style Actors

Chibi Style Actors

----------

Actor Specifications</description>
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        <dc:date>2025-01-06T22:17:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>actor_specifications</title>
        <link>http://zebby.org/ghostwood/actor_specifications?rev=1736201820&amp;do=diff</link>
        <description>Actors

An Actor is a collection of available renderings which are intended to fully represent a Character (at a particular age) throughout the normal course of a story.  Actors are analogous to real life Actors, and can be hired to perform in multiple Stories being told using the same Game Engine, acting in either the same (recurring) or different roles.</description>
    </item>
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        <dc:date>2025-01-06T19:53:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>actor</title>
        <link>http://zebby.org/ghostwood/actor?rev=1736193235&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/actors?rev=1736197840&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:10:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>actors</title>
        <link>http://zebby.org/ghostwood/actors?rev=1736197840&amp;do=diff</link>
        <description>Actors

See Actor Specifications for technical details about how Actors are defined and used.

See Actor Index for lists of Actors available in each style.

----------

Actor Specifications</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-20T07:55:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>angle_files</title>
        <link>http://zebby.org/ghostwood/angle_files?rev=1742457355&amp;do=diff</link>
        <description>Angle Files


Camera Angle

must be instantiated inside of an Area

Required Parameters
Optional Parameters
Based On (Another Camera Angle)

LOCATION is the assumed data source
may have other named data sources (usually passed in as parameters)

may read from flags and variables of the location to know things like:
  open doors,
  lights on/off,
  current time of day


Context of Camera:

Has access to LOCATION, AREA, and WORLD.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:29:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>area</title>
        <link>http://zebby.org/ghostwood/area?rev=1736202561&amp;do=diff</link>
        <description>Area

An Area is a set of Locations that can be traversed by the Player or by NPC characters, or that can have interactions that impact the rendering of nearby or adjacent Locations.

The Game Engine will tend to think of an Area as a whole unit, and will load certain information about the Area into memory all at once, and track its current status.  This is not to say that things can&#039;t be happening in other Areas at the same time, but they will have to be kept alive and managed more specifically…</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/attentive?rev=1736199368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:36:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>attentive</title>
        <link>http://zebby.org/ghostwood/attentive?rev=1736199368&amp;do=diff</link>
        <description>Attentive (Activity)





In the group photo example above...

Everyone shown is in an “Attentive” activity except for the second actor from the left, whose hand is raised.  (He&#039;s in a Speaking activity.)

They are in a variety of Poses, a little more diverse than the Poses the Engine is expecting:</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/back_pose?rev=1745276338&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-21T22:58:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>back_pose</title>
        <link>http://zebby.org/ghostwood/back_pose?rev=1745276338&amp;do=diff</link>
        <description>Back (Reverse) Standing Pose




----------

Game Engine Details | Pose</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:43:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>beat</title>
        <link>http://zebby.org/ghostwood/beat?rev=1736203417&amp;do=diff</link>
        <description>Beat

A beat is a pause in the storytelling.

It is also a term that can be used to describe the smallest significant unit of storytelling.  Every line of dialogue, every choice, every establishing shot—they are all beats, in the sense of reviewing the story beat by beat</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:37:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>camera_angle</title>
        <link>http://zebby.org/ghostwood/camera_angle?rev=1736195832&amp;do=diff</link>
        <description>Camera Angle

CONSTRUCTION Under Construction

----------

Game Engine Details</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:54:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>campfire_exterior</title>
        <link>http://zebby.org/ghostwood/campfire_exterior?rev=1736200481&amp;do=diff</link>
        <description>Campfire Exterior

(Scene Lighting Mode)

----------

Exterior Scenes

----------

Notes for the Artist

This is like an alternate version of the Nighttime Exterior lighting.

Every nighttime Backdrop or overlay with a Campfire will need an alternate version with the fire lit.  The fire puts out a warm light into the surrounding area.  You may make also choose to make multiple frames of the</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/casting_decisions?rev=1736203437&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:43:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>casting_decisions</title>
        <link>http://zebby.org/ghostwood/casting_decisions?rev=1736203437&amp;do=diff</link>
        <description>Casting Decisions

You should cast an Actor to fulfill a certain Role in a Story, and a specific Model of that Character to perform in a given Scene.

Some Actors may be very limited on Costumes, so make sure you know what you have to work with during your auditioning process.

Character = Actor + Role

Model =</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/character?rev=1736203475&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:44:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>character</title>
        <link>http://zebby.org/ghostwood/character?rev=1736203475&amp;do=diff</link>
        <description>Character

A Character is an Actor with a specific Role.

See Actor Specifications for more Game Engine Details.

See Casting Decisions for more information relating to Story Writing &amp; Design.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/choice?rev=1736203542&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:45:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>choice</title>
        <link>http://zebby.org/ghostwood/choice?rev=1736203542&amp;do=diff</link>
        <description>Choice

CONSTRUCTION Under Construction

A Choice is the fundamental unit of interaction that a Player has with the game.

----------

Game Engine Details | Storytelling Unit | Scene</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/config_files?rev=1742499993&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-20T19:46:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>config_files</title>
        <link>http://zebby.org/ghostwood/config_files?rev=1742499993&amp;do=diff</link>
        <description>Config Files

story.conf - Main Configuration File

stage-english.conf - English Language Script Parsing

input-englsih.conf - English Language Input Parsing</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/costume_tag?rev=1736196099&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:41:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>costume_tag</title>
        <link>http://zebby.org/ghostwood/costume_tag?rev=1736196099&amp;do=diff</link>
        <description>Costume Tag

A Costume Tag is a label on a Costume.

See also Item Tag.

----------

Game Engine Details | Actor Specifications</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/costume?rev=1736678026&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-12T10:33:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>costume</title>
        <link>http://zebby.org/ghostwood/costume?rev=1736678026&amp;do=diff</link>
        <description>Costumes

Each Costume has one or more Costume Tag associated with it.  The first listed Costume Tag is considered the primary Costume Tag and can be considered the “Name” of the Costume.

There are certain well-defined Tags which are listed here:

A Costume is a variant of an Actor, used to represent clothing and make-up.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/date_tracking?rev=1736196756&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:52:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>date_tracking</title>
        <link>http://zebby.org/ghostwood/date_tracking?rev=1736196756&amp;do=diff</link>
        <description>Date Tracking

Games can keep track of and use either the Calendar Date or Game Day.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/daytime_dark_room?rev=1736200223&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:50:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>daytime_dark_room</title>
        <link>http://zebby.org/ghostwood/daytime_dark_room?rev=1736200223&amp;do=diff</link>
        <description>Daytime Dark Room)

(Scene Lighting Mode)

----------

Interior Scenes Only

----------

Notes for the Artist

These is a rare lighting mode.  It is for scenes shot inside of a dark building, with visible windows or other cues indicating that it is daytime outside.  In this type of shot, some level of film noir shadows may be cast in through the windows, to contrast with the otherwise dark interior, but imagine if the next scene transition goes to having the lights back on again, it shouldn&#039;t be…</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/daytime_exterior?rev=1736272080&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:48:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>daytime_exterior</title>
        <link>http://zebby.org/ghostwood/daytime_exterior?rev=1736272080&amp;do=diff</link>
        <description>Daytime Exterior

(Scene Lighting Mode)

----------

Exterior Scenes

----------

Notes for the Artist

Exterior Daytime Scenes should generally be lit as if it is fully daytime.  Whether this means late morning, noon, or late afternoon, is not specific in the main Locations (only for the rendering of Cut Scenes.)</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/daytime_interior?rev=1736200065&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:47:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>daytime_interior</title>
        <link>http://zebby.org/ghostwood/daytime_interior?rev=1736200065&amp;do=diff</link>
        <description>Daytime Interior

(Scene Lighting Mode)

----------

Interior Scenes

----------

Notes for the Artist

Windows as a Light Presence more than a Light Source:  For Daytime Interior Scenes, buildings often have windows or openings that reveal some of the outside world.  The main role of the windows in these interior shots should be to give the impression that it is daylight outside.  This lighting should be mostly ambient, and we should avoid casting any dramatic film noir types of shadows in thro…</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/decoratable_buildings?rev=1736200159&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:49:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>decoratable_buildings</title>
        <link>http://zebby.org/ghostwood/decoratable_buildings?rev=1736200159&amp;do=diff</link>
        <description>Decoratable Buildings

A Decoratable Building is a generic building or room that is re-purposed for multiple instances within a game, by adding overlays to create variation.

For example:

	*  A stairway landing or hallway in a multi-story building.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/default_costume?rev=1736193274&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T19:54:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>default_costume</title>
        <link>http://zebby.org/ghostwood/default_costume?rev=1736193274&amp;do=diff</link>
        <description>Default Costume

Each Actor has a default Daytime Costume.  It is what they would most commonly be seen wearing throughout the day.  For some characters, this would be Casual Clothing.  For other characters who have a more professional role, this could be their Work Uniform (i.e., a Pastor&#039;s clerical shirt or a businessman&#039;s shirt and tie.)</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/demo?rev=1736272691&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:58:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>demo</title>
        <link>http://zebby.org/ghostwood/demo?rev=1736272691&amp;do=diff</link>
        <description>Demo

----------

CONSTRUCTION Under Construction

----------

Storytelling Units</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/doors_closed?rev=1736200291&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:51:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>doors_closed</title>
        <link>http://zebby.org/ghostwood/doors_closed?rev=1736200291&amp;do=diff</link>
        <description>Doors Closed

(Location Option)

----------

Location Options</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/doors_open?rev=1736200262&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:51:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>doors_open</title>
        <link>http://zebby.org/ghostwood/doors_open?rev=1736200262&amp;do=diff</link>
        <description>Doors Open

(Location Option)

----------

Location Options</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/entry?rev=1736203634&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:47:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>entry</title>
        <link>http://zebby.org/ghostwood/entry?rev=1736203634&amp;do=diff</link>
        <description>Entry (in a Game Series)

Relation to Game Series

A Game Series consists of multiple Entries, also known as Titles.

Composition of a Game Entry (Title)

Each Title consists of multiple plot threads referred to as Episodes.

----------

Storytelling Unit</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/episode?rev=1736203362&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:42:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>episode</title>
        <link>http://zebby.org/ghostwood/episode?rev=1736203362&amp;do=diff</link>
        <description>Episode (Story Unit)

Relation to Game Titles

Each Entry in the Game Series can be logically considered to consist of multiple Episodes.  Some are mandatory, some are optional (side-quests.)

Composition of Episodes

Each Episode is composed of smaller Storytelling Units called Scenes.

----------

Game Engine Details | Storytelling Units</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/exits?rev=1739168937&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-10T06:28:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>exits</title>
        <link>http://zebby.org/ghostwood/exits?rev=1739168937&amp;do=diff</link>
        <description>Exits

NOTE:  In all the commands and code below, MOVE is an alias equivalent to GO.

Warp Menus

Some games can benefit from one or more Warp Menus, which can be used instead of, or in addition to the Cardinal Direction and Prepositional Exits listed below.  For example, a game that takes place entirely in a house might define the following locations:  Living Room, Dining Room, Kitchen, Bedroom, Guest Room, Bathroom, and allow the player to jump directly to any of these locations at a given tim…</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/exterior?rev=1736272196&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:49:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>exterior</title>
        <link>http://zebby.org/ghostwood/exterior?rev=1736272196&amp;do=diff</link>
        <description>Exterior (Script Term)

Exterior Locations

The term Exterior (abbreviated Ext.) refers to any Scene that would take place outdoors, or on a stage made to look like an outdoor area.

What Qualifies as Exterior?

A Location doesn&#039;t count as being Exterior merely because it is outside of the door of another</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/file_formats?rev=1742500784&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-20T19:59:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>file_formats</title>
        <link>http://zebby.org/ghostwood/file_formats?rev=1742500784&amp;do=diff</link>
        <description>File Formats

Storytelling Engine Source Code

	*  Config Files (*.conf)
	*  SF Code (*.sf) - Screenplay Format (Scenes)
	*  Place Files (*.place) - Defines Locations
	*  Embedded Script Files (*.lua; *.cjs; *.mjs) - Define Advanced User Functions
	*  Angle Files (*.angle) - Camera Angle Definitions</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/forward_pose?rev=1736198549&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:22:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>forward_pose</title>
        <link>http://zebby.org/ghostwood/forward_pose?rev=1736198549&amp;do=diff</link>
        <description>Forward (Standing Pose)
[Array][Array][Array]
----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/free_movement_actions?rev=1738384501&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-01T04:35:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>free_movement_actions</title>
        <link>http://zebby.org/ghostwood/free_movement_actions?rev=1738384501&amp;do=diff</link>
        <description>Free Movement Actions

When in Free Movement mode, the player can choose between certain actions (commands) to proceed.  Many of these commands require a “target”, which can be an object or character in the scene, or an inventory item.

MOVE (target)

Also: Jump, Lie, Sit, Sleep, Climb</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/free_movement?rev=1738449569&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-01T22:39:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>free_movement</title>
        <link>http://zebby.org/ghostwood/free_movement?rev=1738449569&amp;do=diff</link>
        <description>Free Movement

Some games will include one or more “Free Movement” areas, which operate more like a “point and click adventure” than a pure cinematic.

Free Movement Actions

Defining Interactions

Interactions can be attached to Locations, Characters, or Items (whether present in a scene, or within inventory.)</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/game_context?rev=1736196407&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:46:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game_context</title>
        <link>http://zebby.org/ghostwood/game_context?rev=1736196407&amp;do=diff</link>
        <description>Game Context

List of all Scenes completed up to this point.

List of all Choices made within each completed Scene.

Current Game Day and Segment of the Day.

Current Global Flags and Per-Location Flags.

Location, Mark, and sequence of each Character, including the Player.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/game_day?rev=1736272580&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:56:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game_day</title>
        <link>http://zebby.org/ghostwood/game_day?rev=1736272580&amp;do=diff</link>
        <description>Game Day

Part of the Time Tracking system.

Game Day can be below 1, such that 1 is the actual first day of Camp.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/game_engine_details?rev=1736203618&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:46:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game_engine_details</title>
        <link>http://zebby.org/ghostwood/game_engine_details?rev=1736203618&amp;do=diff</link>
        <description>Game Engine Details

This section covers Game Engine Details at multiple levels of depth.
See the outline on the right to jump ahead.

For Story Writers &amp; Designers

----------

Storytelling Units

Game Series &gt; Game Title (Release) &gt; Episodes &gt; Scenes &gt; Shots

Lines of Dialogue, Choices, Beats

See: Time Tracking

----------

Casting Decisions

For a Story — Character = Role + Actor (See Actor Index)

For a</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/game_engine_error?rev=1736198163&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:16:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game_engine_error</title>
        <link>http://zebby.org/ghostwood/game_engine_error?rev=1736198163&amp;do=diff</link>
        <description>Game Engine Errors

----------

Game Engine Details</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/game_series?rev=1736203603&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:46:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game_series</title>
        <link>http://zebby.org/ghostwood/game_series?rev=1736203603&amp;do=diff</link>
        <description>Game Series

A Game Series is an ongoing narrative setting where more than one Game Entry takes place.

----------

Storytelling Unit</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/game?rev=1736194819&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:20:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game</title>
        <link>http://zebby.org/ghostwood/game?rev=1736194819&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/general_pose?rev=1736198246&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:17:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>general_pose</title>
        <link>http://zebby.org/ghostwood/general_pose?rev=1736198246&amp;do=diff</link>
        <description>General (Not Quite a Pose)

The term “General” is used for a Pose that is non-specific.

Idle poses, for example, don&#039;t require looking or posturing towards a specific direction, so a minimal Model only needs to include one of these.

Their eyes should be looking either down or up, nor making engaging contact as the</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/general?rev=1745274834&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-21T22:33:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>general</title>
        <link>http://zebby.org/ghostwood/general?rev=1745274834&amp;do=diff</link>
        <description>General

As an Activity

Activities are usually: Speaking, Attentive, or Idle.

However, when the Pose obscures the Activity (such as facing away from camera), or when the importance of the Pose supersedes the importance of the Activity, then “General” is used to designate the activity of the model.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/hard_front_sitting?rev=1736200822&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:00:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>hard_front_sitting</title>
        <link>http://zebby.org/ghostwood/hard_front_sitting?rev=1736200822&amp;do=diff</link>
        <description>Hard Front Sitting

(Model Lighting Mode)

Intended for Dark Environments with Lantern Lighting

Hard Front Lighting should look roughly like the following example.  There are extreme shadows, but the lighting is from in front of the character at a level below their head.  Imagine a campfire, or an LED lantern sitting on a table in front of them.  The shadows shoudln’t be specifically left or right, but rather cast mostly upward.  This way, if a character looks to the left or right, their face i…</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/idle?rev=1736199470&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:37:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>idle</title>
        <link>http://zebby.org/ghostwood/idle?rev=1736199470&amp;do=diff</link>
        <description>Idle (Activity)

These actors are all in examples of an “Idle” Activity.  Directionality is not required for the “Idle” Activity.  In other words, Forward Pose is the only one required.




----------

Game Engine Details | Pose | Activity</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/interior?rev=1736272184&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:49:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>interior</title>
        <link>http://zebby.org/ghostwood/interior?rev=1736272184&amp;do=diff</link>
        <description>Interior (Script Term)

Interior Locations

The term “Interior” (abbreviated Int.) refers to any Location for a Scene that takes place within a covered building.

There may be some portals (such as windows or doors) through with some amount of Exterior scenery or lighting may be visible, but as long as the principal actors are operating from the interior of the building, it is still considered an Interior Location.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/inventory_system?rev=1736196126&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:42:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>inventory_system</title>
        <link>http://zebby.org/ghostwood/inventory_system?rev=1736196126&amp;do=diff</link>
        <description>Inventory System

CONSTRUCTION Under Construction

Visually, Inventory Items need a textual name, and may also be represented as a Prop, or with another visual asset, if an item that doesn&#039;t function as a prop.

Unique Item

Item Quantity

Item Tag

----------

Game Engine Details</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/item_tag?rev=1736196114&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:41:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>item_tag</title>
        <link>http://zebby.org/ghostwood/item_tag?rev=1736196114&amp;do=diff</link>
        <description>Item Tags

These are Tags assigned to Inventory System Items that are generally hidden from the player&#039;s direct view, but are used internally to count several different items as being equivalent for certain purposes.

Tags which Impact Behavior or UI

Expendable / Consumable</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/lantern_lighting?rev=1736200493&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:54:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lantern_lighting</title>
        <link>http://zebby.org/ghostwood/lantern_lighting?rev=1736200493&amp;do=diff</link>
        <description>Lantern Lighting

(Scene Lighting Mode)

----------

Interior or Exterior Scenes

----------

Notes for the Artist

Alternate versions of the backdrop (and possibly overlays) for the scene will need to be rendered with the “Lantern” light source present.  (Note, this isn&#039;t always an actual Lantern.  For an internal scene, for example, this could be a television screen that is turned on inside of a dark room.)</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/lights_off?rev=1736200351&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:52:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lights_off</title>
        <link>http://zebby.org/ghostwood/lights_off?rev=1736200351&amp;do=diff</link>
        <description>Lights Off

(Location Option)

----------

Location Options</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/lights_on?rev=1736200341&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:52:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lights_on</title>
        <link>http://zebby.org/ghostwood/lights_on?rev=1736200341&amp;do=diff</link>
        <description>Lights On

(Location Option)

----------

Location Options</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/line_of_dialogue?rev=1736203581&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:46:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>line_of_dialogue</title>
        <link>http://zebby.org/ghostwood/line_of_dialogue?rev=1736203581&amp;do=diff</link>
        <description>Line of Dialogue

CONSTRUCTION Under Construction
      CHARACTER (VOICE ONLY)   
   (whispering)             
  Spoke dialogue goes here.
----------

Game Engine Details | Storytelling Unit | Beat | Scene</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/location_assets?rev=1736199850&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:44:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>location_assets</title>
        <link>http://zebby.org/ghostwood/location_assets?rev=1736199850&amp;do=diff</link>
        <description>Location Assets

CONSTRUCTION Under Construction

This page will include technical specifications for filenames and metadata applicable for backdrop and overlay layers.

----------

Game Engine Details | Location Specifications</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/location_options?rev=1736200278&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:51:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>location_options</title>
        <link>http://zebby.org/ghostwood/location_options?rev=1736200278&amp;do=diff</link>
        <description>Location Options

	*  Lights Off
	*  Lights On
	*  Doors Open
	*  Doors Closed</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/location_scouting?rev=1738650659&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-04T06:30:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>location_scouting</title>
        <link>http://zebby.org/ghostwood/location_scouting?rev=1738650659&amp;do=diff</link>
        <description>Location Scouting Decisions

In short, an Area is a set of Locations.

Normally in the Game Engine we are talking about Interactive Locations:

See: Location &gt; Mark

As part of the Story Telling process, you might also use Cut Scene Locations.  A Cut Scene Location can include a video, a still shot, or even be included as the background graphic behind the displayed dialogue of a fully written Scene in the script.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/location_specifications?rev=1736197322&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:02:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>location_specifications</title>
        <link>http://zebby.org/ghostwood/location_specifications?rev=1736197322&amp;do=diff</link>
        <description>Location Specifications

See Time Tracking.

Randomly Misplaced Notes

Make an actual mini plot about randomly misplaced paper notes.

A Scene is a unit of story telling time, which can be composed of multiple Shots displayed from a variety of Camera Angles.  It is possible to intercut between two</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/location?rev=1736204120&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:55:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>location</title>
        <link>http://zebby.org/ghostwood/location?rev=1736204120&amp;do=diff</link>
        <description>Location

A Location is a place within the game world where multiple Characters may interact.

The Game Engine keeps track of which Characters (including the Player) are in a particular Location at a particular time within the current Game Context.

A Camera Angle typically only covers one Location, although it is possible for other Locations to appear in the distant background.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/looking_left_pose?rev=1736199025&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:30:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>looking_left_pose</title>
        <link>http://zebby.org/ghostwood/looking_left_pose?rev=1736199025&amp;do=diff</link>
        <description>Looking Left (Standing Pose)

See Looking Right Pose for visual examples.  This pose is the same, except with the eyeline (focus of attention) directed to the left rather than the right.

----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/looking_right_pose?rev=1736199045&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:30:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>looking_right_pose</title>
        <link>http://zebby.org/ghostwood/looking_right_pose?rev=1736199045&amp;do=diff</link>
        <description>Looking Right (Standing Pose)
[Array][Array][Array]
----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/manpu-style_overlay?rev=1736201670&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:14:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>manpu-style_overlay</title>
        <link>http://zebby.org/ghostwood/manpu-style_overlay?rev=1736201670&amp;do=diff</link>
        <description>Manpu-Style Overlay

See “Emotional Expression” under the Activity topic.

&lt;https://animeartmagazine.com/what-are-manpu-anime-and-manga-comic-symbols-and-how-to-use-them-right-part-2/&gt;

Image

----------

Game Engine Details | Actor Specifications | Activities</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/mark?rev=1736196458&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:47:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mark</title>
        <link>http://zebby.org/ghostwood/mark?rev=1736196458&amp;do=diff</link>
        <description>Mark

A Mark is a more specific placement within a Location.

All Marks may not be visible from all Camera Angles that cover a particular Location.

----------

Game Engine Details</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/model_assets?rev=1745262789&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-21T19:13:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>model_assets</title>
        <link>http://zebby.org/ghostwood/model_assets?rev=1745262789&amp;do=diff</link>
        <description>Model Assets

Each Model has a collection of assets which are used to render them into a Shot by the Game Engine.

Model Assets go in ./Models/Actor-Costume/* (Replacing “Actor” and “Costume” with the appropriate terms, of course.)

So, for example:</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/model_lighting_modes?rev=1736200619&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:56:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>model_lighting_modes</title>
        <link>http://zebby.org/ghostwood/model_lighting_modes?rev=1736200619&amp;do=diff</link>
        <description>Model Lighting Modes

Scenes and Location Specifications are used by the Game Engine to decide which Model Assets to display, based on the applicable lighting mode.  These modes are all rendered in their fullest bright form.  Tinting, Brightness and Contrast are used by the game engine to adjust them into the appropriate lighting level for the scene.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/model?rev=1736193216&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T19:53:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>model</title>
        <link>http://zebby.org/ghostwood/model?rev=1736193216&amp;do=diff</link>
        <description>Model

Game Engine Details

A Model is a Specific Actor in a Specific Costume.

Many more detailed options (Stance/Pose and activity) may further refine which rendered image is used in a given situation, but each Model occupies one Folder in the filesystem, and the Game Engine will never switch from one Model to another Model when a particular image is missing.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/nighttime_dark_room?rev=1736200203&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:50:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nighttime_dark_room</title>
        <link>http://zebby.org/ghostwood/nighttime_dark_room?rev=1736200203&amp;do=diff</link>
        <description>Nighttime Dark Room

(Scene Lighting Mode)

----------

Interior Scenes

----------

Notes for the Artist

These scenes should be lit “hollywood style” as if only cool ambient light is illuminating the scene, but the regular warm light sources in the room are turned off. Generally speaking, no further adjustments will be made by the Game Engine (other than cropping, zooming, and compositing of overlays on the backdrop layer.)</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/nighttime_exterior?rev=1736200442&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:54:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nighttime_exterior</title>
        <link>http://zebby.org/ghostwood/nighttime_exterior?rev=1736200442&amp;do=diff</link>
        <description>Nighttime Exterior

(Scene Lighting Mode)

----------

Exterior Scenes

----------

Notes for the Artist

These scenes should be lit as if there&#039;s a cool full moon providing some amount of ambient light.  Generally speaking, no further adjustments will be made by the Game Engine (other than cropping, zooming, and compositing of overlays on the backdrop layer.)</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/nighttime_with_lights_on?rev=1736200509&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:55:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nighttime_with_lights_on</title>
        <link>http://zebby.org/ghostwood/nighttime_with_lights_on?rev=1736200509&amp;do=diff</link>
        <description>Nighttime with Lights On

(Scene Lighting Mode)

----------

Interior Scenes

----------

Notes for the Artist

This is a well lit interior of a room at night.  Generally speaking, there won&#039;t be much visible outside of any windows, as it is dark outside.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/object_pose?rev=1745275372&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-21T22:42:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>object_pose</title>
        <link>http://zebby.org/ghostwood/object_pose?rev=1745275372&amp;do=diff</link>
        <description>Object (Standing Pose)




----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/objective?rev=1736206342&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T23:32:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>objective</title>
        <link>http://zebby.org/ghostwood/objective?rev=1736206342&amp;do=diff</link>
        <description>Objective

An Objective is a completion criteria that belongs to a Quest.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/overhead_lighting?rev=1736271396&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:36:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>overhead_lighting</title>
        <link>http://zebby.org/ghostwood/overhead_lighting?rev=1736271396&amp;do=diff</link>
        <description>Overhead Lighting

This can refer to Overhead Standing or Overhead Sitting.

----------

Game Engine Details | Location Specifications | Scene Lighting Modes | Model Lighting Modes</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/overhead_sitting?rev=1736200792&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:59:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>overhead_sitting</title>
        <link>http://zebby.org/ghostwood/overhead_sitting?rev=1736200792&amp;do=diff</link>
        <description>Overhead Sitting

(Model Lighting Mode)

The same as Overhead Standing, except the Character Models are posed in the sitting posture.

----------

Model Lighting Modes</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/overhead_standing?rev=1736200612&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:56:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>overhead_standing</title>
        <link>http://zebby.org/ghostwood/overhead_standing?rev=1736200612&amp;do=diff</link>
        <description>Overhead Standing

(Model Lighting Mode)

Overhead lighting should look roughly like the following example. Particularly notice the shadows under the chin, or under folds in the fabric.  Notice also that the light accents the tops of their arms and tops of their heads, bills of their hats, etc. The temperature of the lighting should be neutral white, not too warm or cool.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/place_file_syntax?rev=1742453538&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-20T06:52:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>place_file_syntax</title>
        <link>http://zebby.org/ghostwood/place_file_syntax?rev=1742453538&amp;do=diff</link>
        <description>Place File Synax

Place Files

Overview

Place files contain:

	*  A Header consisting of one or more Header Lines.
	*  Areas (or Libraries) which serve as namespaces containing:
		*  Locations (each has a mandatory prefix of either Int. or Ext.)
			*  Some Locations may be logically treated as Main Locations comprised of Sub-Locations.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/place_files?rev=1742454370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-20T07:06:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>place_files</title>
        <link>http://zebby.org/ghostwood/place_files?rev=1742454370&amp;do=diff</link>
        <description>Place Files

See Place File Syntax


# =================================
# Place file for Sam Scoop
# =================================

    GRAND AVENUE
    ----- ------

(BASED ON &quot;MAIN STREET&quot; IMPORTED FROM &quot;downtown.place&quot; ROTATED 90)

REFER TO IMPORTED &quot;MAIN STREET&quot; AS &quot;GRAND AVENUE&quot;
REFER TO IMPORTED &quot;DOWNTOWN APARTMENT BUILDING&quot; AS &quot;MARLOWE BUILDING&quot;

LOCATION DEFAULTS:

A-CAM: *Filename(*LOCATION)

; text after the hyphen will be ignored here since it is just a
; clarification of a wider…</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/player?rev=1736192904&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T19:48:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>player</title>
        <link>http://zebby.org/ghostwood/player?rev=1736192904&amp;do=diff</link>
        <description>The Player

CONSTRUCTION Under Construction

----------

Game Engine Details</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/pose?rev=1745274526&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-21T22:28:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>pose</title>
        <link>http://zebby.org/ghostwood/pose?rev=1745274526&amp;do=diff</link>
        <description>Poses

There are Five Poses in each Stance, making ten possible poses altogether for each Model:
       Standing                                      Sitting                                                  0-G   General                      Sitting General</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/prop?rev=1736196545&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:49:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>prop</title>
        <link>http://zebby.org/ghostwood/prop?rev=1736196545&amp;do=diff</link>
        <description>Prop

In the vernacular of the Game Engine, a prop is an object that can be held and shown off by any Character in the Object Pose or Sitting Object Pose.

It&#039;s also quite possibly the same graphical asset used to represent the object when it is in the Inventory List or when sitting on a desk-top.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/quest_journal?rev=1736196614&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:50:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>quest_journal</title>
        <link>http://zebby.org/ghostwood/quest_journal?rev=1736196614&amp;do=diff</link>
        <description>Quest Journal

The Game Engine supports a Quest Journal.  It is thematic based on the Player&#039;s current character.
The Character records details and reminders about upcoming plot points in the Journal, and there is a User Interface to browse the journal.  The character can also have</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/quest?rev=1736206720&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T23:38:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>quest</title>
        <link>http://zebby.org/ghostwood/quest?rev=1736206720&amp;do=diff</link>
        <description>Quests

A Quest and its Objectives is conceptually similar to an Episode and its Scenes, except that it is built around conditions and circumstances rather than around scripted Beats such as Lines of Dialogue.

When a Quest is completed, there may be a post-Completion Scene (possibly triggered by entering a particular location or interacting with a particular Character), followed by a</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/reward?rev=1736206631&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T23:37:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>reward</title>
        <link>http://zebby.org/ghostwood/reward?rev=1736206631&amp;do=diff</link>
        <description>Rewards

A reward is a payout, usually associated with Quest Completion.

It can have first time payout details, repeat payout details, and a maximum completion count.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/role?rev=1736196327&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T20:45:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>role</title>
        <link>http://zebby.org/ghostwood/role?rev=1736196327&amp;do=diff</link>
        <description>Role

A Role is a part for a Character in a Story.

----------

Casting Decisions</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/save_file?rev=1736205460&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T23:17:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>save_file</title>
        <link>http://zebby.org/ghostwood/save_file?rev=1736205460&amp;do=diff</link>
        <description>Save Files

Save Files will differ based upon the type of game being designed.

Single-Player games can support a Save File with multiple slots to allow the Player to choose a “Load” option and roll back to previous game states.

Multiplayer games tend to have one save file associated with each Character, which is permanent, and non-reversible.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/scene_compositing?rev=1736206922&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T23:42:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scene_compositing</title>
        <link>http://zebby.org/ghostwood/scene_compositing?rev=1736206922&amp;do=diff</link>
        <description>Scene Compositing
 Layer          Title                      Details                                                                                                                                 11 Topmost     Game Chrome                Game Menus, Mouse Cursor</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/scene_lighting_modes?rev=1736199691&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:41:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scene_lighting_modes</title>
        <link>http://zebby.org/ghostwood/scene_lighting_modes?rev=1736199691&amp;do=diff</link>
        <description>Scene Lighting Modes

Scenes draw data from the Location Specifications to choose Location Assets designed with one of the following lighting modes:

	*  Daytime Lighting:
		*  DTX - Daytime Exterior
		*  DTL - Daytime Interior
		*  DDR - Daytime Dark Room (Rare)

	*  Nighttime Lighting:
		*  NX - Nighttime Exterior
		*  CX - Campfire Exterior
		*  LL - Lantern Lighting
		*  NL - Nighttime with Lights On
		*  NDR -</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/scene?rev=1736203384&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:43:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scene</title>
        <link>http://zebby.org/ghostwood/scene?rev=1736203384&amp;do=diff</link>
        <description>Scenes

Relation to Episodes

Each Episode is made up out of smaller Storytelling Units called Scenes.

Composition of a Scene

A Scene is a unit of story telling time, which can be composed of multiple Shots displayed from a variety of Camera Angles.

Data Relating to a Scene

Each Scene stores its own cast of Characters, each with their</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/scores?rev=1736204578&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T23:02:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scores</title>
        <link>http://zebby.org/ghostwood/scores?rev=1736204578&amp;do=diff</link>
        <description>Scores

Scores are named values which are assigned to the Player, to the Player&#039;s own Character, (and potentially to NPC Characters.)

They have no inherent meaning within the Game Engine, and are left up to the Designer or Storywriter to implement as desired.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/seated?rev=1736271206&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:33:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>seated</title>
        <link>http://zebby.org/ghostwood/seated?rev=1736271206&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sf_code_syntax?rev=1736403749&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-09T06:22:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sf_code_syntax</title>
        <link>http://zebby.org/ghostwood/sf_code_syntax?rev=1736403749&amp;do=diff</link>
        <description>SF Code Syntax

SF Code

There is a proper spacing style, but the parser only cares whether or not some amount of space is present at the beginning of any given line.  Here&#039;s the breakdown:

----------

Script Title


                      SCRIPT TITLE
                      ------ -----</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sf_code?rev=1758426389&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-09-21T03:46:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sf_code</title>
        <link>http://zebby.org/ghostwood/sf_code?rev=1758426389&amp;do=diff</link>
        <description>SF Code

SF (Stefano) is our language for writing scenes.  Using a simple set of rules, it mimics the way a standard screenplay is written.

This isn&#039;t the only language you should use while writing a game using Ghostwood, but it is the language we recommend for writing the Scenes of Action and Dialogue between characters.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/shot?rev=1736203556&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:45:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>shot</title>
        <link>http://zebby.org/ghostwood/shot?rev=1736203556&amp;do=diff</link>
        <description>Shots

Relation to Scenes

A Scene is composed of one or more than one storytelling unit referred to as a Shot.

Composition of a Shot

Each Shot has a particular Camera Angle.

See Scene for details about what can happen while a Shot is on active.

----------

Game Engine Details | Storytelling Unit</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sidebar?rev=1742430310&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-20T00:25:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>http://zebby.org/ghostwood/sidebar?rev=1742430310&amp;do=diff</link>
        <description>Internals | sidebar

----------

 GAME ENGINE DETAILS: 

----------

For Story Writers &amp; Designers

----------

	*  File Formats
	*  SF Code | Place Files

	*  Working with Locations
		*  Game Entry | Episodes
		*  Scenes | Shots | Beats

	*  Location Scouting
		*  Areas | Locations | Marks
		*  Exterior | Interior

	*  Working with Actors
		*  Roles | Characters | Models
		*  Stance | Pose
		*  Activity | Prop

	*  Casting Decisions
		*  Actors | Costumes


----------</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting_back?rev=1736199252&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:34:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting_back</title>
        <link>http://zebby.org/ghostwood/sitting_back?rev=1736199252&amp;do=diff</link>
        <description>Sitting Back (Reverse) Pose

----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting_forward?rev=1736198430&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:20:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting_forward</title>
        <link>http://zebby.org/ghostwood/sitting_forward?rev=1736198430&amp;do=diff</link>
        <description>Sitting Forward (Pose)
[Array]
----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting_general?rev=1736198275&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:17:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting_general</title>
        <link>http://zebby.org/ghostwood/sitting_general?rev=1736198275&amp;do=diff</link>
        <description>Sitting General (Not Quite a Pose)

The term “General” is used for a Pose that is non-specific.

Idle poses, for example, don&#039;t require looking or posturing towards a specific direction, so a minimal Model only needs to include one of these.

Their eyes should be looking either down or up, nor making engaging contact as the</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting_looking_left?rev=1736199181&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:33:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting_looking_left</title>
        <link>http://zebby.org/ghostwood/sitting_looking_left?rev=1736199181&amp;do=diff</link>
        <description>Sitting Looking Left (Pose)

----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting_looking_right?rev=1736199214&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:33:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting_looking_right</title>
        <link>http://zebby.org/ghostwood/sitting_looking_right?rev=1736199214&amp;do=diff</link>
        <description>Sitting Looking Right (Pose)

----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting_object?rev=1736199284&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:34:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting_object</title>
        <link>http://zebby.org/ghostwood/sitting_object?rev=1736199284&amp;do=diff</link>
        <description>Sitting Object (Pose)

(Sitting, while Presenting an Object)

----------

Game Engine Details | Pose</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/sitting?rev=1736198064&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:14:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sitting</title>
        <link>http://zebby.org/ghostwood/sitting?rev=1736198064&amp;do=diff</link>
        <description>Sitting

When a Character is directed to Sit, they will be moved to a different Mark in their present Location that allows for sitting, if available.  If there is no sitting Mark available, a Game Engine Error will occur.

When a Character is moved to a Mark of the sitting type, they will automatically change to a Sitting Stance.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/soft_front_standing?rev=1736200668&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:57:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>soft_front_standing</title>
        <link>http://zebby.org/ghostwood/soft_front_standing?rev=1736200668&amp;do=diff</link>
        <description>Soft Front Standing

(Model Lighting Mode)

Soft Front Lighting should look roughly like the following example.  While shadows still exist, they are minimal and not harsh.  The characters are still plenty bright and normally saturated, which allows the engine to tint them, desaturate them, or darken them as needed to match the environment.</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/speaking?rev=1736199332&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:35:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>speaking</title>
        <link>http://zebby.org/ghostwood/speaking?rev=1736199332&amp;do=diff</link>
        <description>Speaking (Activity)

The following actors are all engaged in the Speaking Activity:



----------

Game Engine Details | Activity</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/stance?rev=1736201881&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:18:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stance</title>
        <link>http://zebby.org/ghostwood/stance?rev=1736201881&amp;do=diff</link>
        <description>Stance

Each Model has two Stances:

	*  Standing
	*  Sitting

Each Stance offers a variety of Poses.

----------

Game Engine Details | Actor Specifications</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/standing?rev=1736198017&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T21:13:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>standing</title>
        <link>http://zebby.org/ghostwood/standing?rev=1736198017&amp;do=diff</link>
        <description>Standing

When a Character enters a Scene, unless otherwise specified, they are in the Standing Stance.

----------

Game Engine Details | Actor Specifications | Stance</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/start?rev=1736396337&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-09T04:18:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>start</title>
        <link>http://zebby.org/ghostwood/start?rev=1736396337&amp;do=diff</link>
        <description>Ghostwood Game Engine

Welcome to the Ghostwood Game Engine Documentation Wiki.

Ghostwood is a Storytelling Engine, currently under development.

You might want to view the Ghostwood Game Engine Blog.

The Ghostwood Engine&#039;s goal is to provide...

	*  A way to define free-roaming</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/story?rev=1736203403&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T22:43:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>story</title>
        <link>http://zebby.org/ghostwood/story?rev=1736203403&amp;do=diff</link>
        <description>Story

A Story can refer to the plot-line of a particular Episode or Title within a Game Series, or to an over-arching plot that spans across multiple Titles or Seasons of a Game Series, or even across multiple related Game Series.

----------

Game Engine Details | Storytelling Unit</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/storytelling_units?rev=1736272218&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-07T17:50:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>storytelling_units</title>
        <link>http://zebby.org/ghostwood/storytelling_units?rev=1736272218&amp;do=diff</link>
        <description>Storytelling Units

	&quot; NOTE:  This page uses the “&gt;” symbol in the following way:
 
 A &gt; B
 
 This indicates that “A” is composed of one or more “B”&quot;

Overarching structure for Franchises:

Game Series &gt; Game Titles (Releases, Entries, or simply Games)

Structure for a single Game:

Game &gt; Episodes &gt; Scenes &gt; Shots

Shots are flexibly composed of</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/time_tracking?rev=1736192996&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T19:49:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>time_tracking</title>
        <link>http://zebby.org/ghostwood/time_tracking?rev=1736192996&amp;do=diff</link>
        <description>Time Tracking

This section is MOSTLY complete.

A Scene is a unit of storytelling time.

Usually, a Scene continues the progression of time onward from the previous Scene, often with some amount of story time being skipped.  But, it is also possible to have a</description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/title?rev=1736193062&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T19:51:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>title</title>
        <link>http://zebby.org/ghostwood/title?rev=1736193062&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://zebby.org/ghostwood/vehicles?rev=1738707115&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-02-04T22:11:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>vehicles</title>
        <link>http://zebby.org/ghostwood/vehicles?rev=1738707115&amp;do=diff</link>
        <description>Vehicles

Think about the various possible humanoid-sized vehicles (some may take multiple passengers)—

Small:

	*  Scooter

Medium, All-Terrain:

	*  Mountain Bike
	*  Horse

Medium, Path or Street:

	*  Street Bike

Medium, Street:

	*  Sedan or Coupe</description>
    </item>
</rdf:RDF>
