Download Game! Currently 124 players and visitors. Last logged in:ViittaRauskisDoloresWarund

Blitzer's Blog >> 72495

Back to blogs index
Posted: 15 Sep 2026 21:21 [ permalink ]
$ cat cartographer_prompt.txt | ./ask-gemma.sh "Make a pirate adventure set in
a cove." > map.txt                                               [SYS]
Transmitting to gemma-2-9b-it at http://100.111.184.107:8080/v1/chat/completion
s...
$ cat map.txt                                                           ROOM:
COVE
DESC: A secluded cove with clear blue water and rocky cliffs.           EXITS:
SHIPWRECK, ISLAND
                                                                        ---
ROOM: SHIPWRECK
DESC: The remains of a once grand ship lie half-submerged on the sandy bottom.
EXITS: COVE, TREASURE_ROOM
                                                                        ---   
                                                                 ROOM: ISLAND
DESC: A small island with dense vegetation and a hidden path leading inland.
EXITS: COVE                                                             
---                                                                     ROOM:
TREASURE_ROOM                                                     DESC: A
small, hidden chamber within the shipwreck.                     EXITS:
SHIPWRECK                                                        

<end_of_turn>
$ node graph-builder.js map.txt                                         [SYS]
Topology successfully routed! Compiled to game_idea.md
$ cat game_idea.md
```fso-state
VAR INVENTORY ARR '[]'
```

```fso-code
LBL start_game
GLOBAL "HELP" handle_help
JMP room_cove

LBL room_cove
ENV_FLUSH
DESC "A secluded cove with clear blue water and rocky cliffs."
EXIT "NORTH" room_shipwreck
EXIT "EAST" room_island
AWAIT

LBL room_shipwreck
ENV_FLUSH
DESC "The remains of a once grand ship lie half-submerged on the sandy
bottom."
EXIT "SOUTH" room_cove
EXIT "NORTH" room_treasure_room
AWAIT

LBL room_island
ENV_FLUSH
DESC "A small island with dense vegetation and a hidden path leading inland." 
                                                                 EXIT "WEST"
room_cove                                                   AWAIT

LBL room_treasure_room                                                 
ENV_FLUSH
DESC "A small, hidden chamber within the shipwreck."
EXIT "SOUTH" room_shipwreck
AWAIT

LBL handle_help                                                         OUT
"Type directions (like NORTH or EAST) to move around."
AWAIT
$