llms.txt
+106 −35
− > VXLVERSE (https://vxlverse.com) is a free, browser-based maker for 3D story games. You make your own 3D character in the creator (/creator: body, face, hair and clothes), walk into one of 47 ready places in the 3D editor (/make-world) and click to add people, things, foes and doors — or let the AI make the whole game from one sentence. A first game takes about ten minutes. Under the hood every game is a short plain-text script called **VXLScript** — readable indented lines (World / Character /− ONE SPELLING. Quote every name in a header (`Character "Mara":`), end every header with `:`, never quote what someone says, and never put a `#` comment at the end of a `say`, `Story:` or `Ending:` line (it would be read aloud) — put the comment on its own line above. Refer to a person, place or thing by the name you gave it; "the" in front and a one-letter slip are forgiven (`talked to the King` finds `Character "King"`, `crabs` finds `item 🦀 crab`), and the editor says so.− - Keep scripts under ~6,000 characters for URL safety. For longer scripts use the fragment form `https://vxlverse.com/make#code=<URL-ENCODED SCRIPT>` (not sent to the server, no length limits).− - CAN YOU CALL HTTP (a ChatGPT action, a tool, a fetch)? Then check the game first: POST `{"script": "<the whole VXLScript>", "lang": "en"}` as JSON to `https://vxlverse.com/api/make`. It answers `{"ok": true, "link": "https://vxlverse.com/make/<id>"}`, a short link to give the user, or `{"ok": false, "errors": [...]}`: fix the first error and call again with the whole script. It runs the editor's own checks (it builds, someone is in it, the win can be reached). OpenAPI schema: https://vxlverse.− - DECLARE TRANSLATIONS: when the user asked for something out of scope (a branded game like GTA/Fortnite/Minecraft, real shooting, driving, PvP, tycoon menus), TELL THEM in one warm sentence what does not fit and what you are building instead ("GTA-style driving won't fit — building you a city crime-story with missions!"), then build that adventure. Never use brand or licensed names inside the game itself.− - Don't over-build: 1–2 worlds, 2–4 characters, one clear goal beats a sprawling epic.− Hero: Eleni # WHO THE PLAYER IS: a character you saved in /creator-v3 under that name · `Hero: me` = the last one you saved · `Hero: random` · or a description, `Hero: a red-haired woman, 150 cm, 55 kg` (the fallback on a device that has no such saved character: `Hero: Eleni, red hair`). Omit = the usual hero. (`Hero "Bob":` with lines under it is still a Character.)− ### Worlds (optional; max 6; 2+ worlds auto-connect with portals)− - The name free-matches (English/Greek/Greeklish) to one of the 47 places — 35 open worlds + the 12 GENERATED buildings below. The grouped list is in Exact vocabularies. No match → forest. "παραλία" → beach, "cherry blossom" → sakura, "Spooky Castle" → a composed castle.− - The building words win over the biome table: `dungeon`, `cave`, `crypt`, `mansion` and `house` all build a COMPOSED place (see Generated places). The two CLASSIC open interiors are still there under names no building claims — `World "temple":` for the old torch-lit maze, `World "indoors":` for the old procedural halls.− item 👑 crown at: dungeon cells # an item takes the same `at:` — a Character and an item are the ONLY two− Enemy "Rat" # an Enemy gets NO `at:` — `Enemy "Rat" at: undercroft` is accepted and then− kind: spider # silently ignored; enemies spawn where the spawner puts them− - LOCKED DOORS & KEYS are automatic. Each layout locks ONE TO THREE doors and drops a matching 🗝️ key at a spot elsewhere in the plan — and a `house`, `shop` or `office` plan sometimes locks NOTHING (roughly a fifth to a quarter of layouts), so never make the finding of a key the story itself; a `school` always locks exactly one (a castle: the armoury door locked, the key in the oubliette; a school: the principal's office locked, the key in the library). Walking into a locked door toasts "Locked − - DEFAULT INHABITANTS are free: a castle already has guards on the walls, cooks in the kitchens and courtiers in the hall, each with a walk route and a line or two. Author ONLY the characters the story needs (the King, the Thief) — 2-4 named Characters is plenty. `Win when: talked to X` and quests target only Characters YOU wrote.− - EVERY WORLD KEEPS ITS OWN BUILDING. `World "castle":` + `World "school":` is two composed places in one game, and the portal between them carries each one's plan — the castle door never opens onto another castle. The only limit is ONE building per visual family: castle, dungeon and motel share the `dungeon` family; school, shop, office, haunted, house and apartment share `house`; hospital, prison and sanatorium share `lab` — so a thriller can still have its flat, its sanatorium AND its motel i− hair: long blonde # colors: black brown blonde red grey white blue pink purple green; "long" = long hair− looks like a woman with black hair # THE PLAIN SENTENCE — no colon anywhere. It also reads how a person is built, in English or Greek: `looks like a tall redhead with green eyes` / `μοιάζει με κοκκινομάλλα τύπισσα, ψηλή και γυμνασμένη` / `ξανθιά 25 χρονών με αλογοουρά` (one-word hair colours like κοκκινομάλλα / ξανθιά / μελαχρινή / redhead also say the gender; τύπισσα / τύπος too). `she looks like an old farmer in a brown coat` / Greek `μοιάζει με …` are mined into gender/hair/dress/shirt/− - SHAPES AND WEAR, in short: a looks-like sentence reads them too ("a woman with a big butt, wide hips and long legs"). It also reads one word alone (`looks like busty`, `tall`, `petite`, `redhead`), "very tall" / "very short", the skin (pale, fair, olive, tanned, dark skin, freckles, makeup), MakeHuman's ethnic mix (asian, african, caucasian), the garments it names ("in jeans and a white top", "a short skirt", "glasses", "a hat", "with a dress"), and Greek or Greeklish ("ψηλή ξανθιά με φόρεμα" − else: # fail branch of the gate directly above (same indent)− - A top-level gate on a character becomes an auto-shown gated greeting; a gate written inside a choice becomes an in-place fork. Wrapping `if choice is` menus inside a gate (`if player has X:` then choices) is fully supported, and mixing gated reactions with a choice menu on one character is clean (no warning).− item 🗺️ map at far north # compass placement: at [far] north|south|east|west|middle|center (also spelled `centre`) — kid words, no coordinates− give 🔑 key # under a Character: the NPC gifts the item via a "Take the key 🎁" choice− - Steps run IN ORDER; the tracker shows the current one ("The Journey — Talk to Rowan (1/4)") and the ◆ marker leads to it. Completing a step auto-advances to the next — no dialogue/Accept needed. Finishing the LAST step WINS the game (so a `Quest` block needs no separate `Win when:`).− - Each step's target must be a declared `Character` (talk), `item` (get), or `Enemy` (defeat) — a step naming a target that does not exist is a HARD ERROR (the game fails to build). Max 12 steps. The single-line `wants:`/`gives:` fetch quest above still works and is unaffected.− - Omitting `kind:` infers the creature from the name ("Dragon" → wyrm look, "Troll" → golem look).− - A boss keeps the statline you WROTE (`hp:` / `dmg:`, default 1000/24) — ×3 HP for a three-phase fight, damage exactly as written, and only the HP scales with the wave count. Tier 4 still sets its size and colour.− join me # the NPC becomes a fighting companion− mansion/house · castle · school · shop (pizza shop, bakery, mall) · office · haunted house (hotel) · hospital (clinic) · prison (jail) · crypt (dungeon, cave)− · 🏭 Indoors & machines [INDOOR]: reactor · tower · the science lab (write "specimen" or "experiment" — the word "lab"/"laboratory"/"clinic" builds the composed HOSPITAL instead) · the classic torch-lit maze (write "temple" — "dungeon"/"cave"/"crypt" build the composed crypt) · the classic procedural halls (write "indoors" — "house"/"home"/"mansion" build the composed home)− - Colors: red blue navy green yellow orange purple pink black white grey brown teal cyan gold maroon (hair also: blonde)− - Model words (`model:` / `looks:`, ONE word): wizard witch king queen princess farmer police pirate astronaut soldier swat robot mech ghost zombie skeleton slime drone bee golem alpaca woman girl man adventurer hero runner cube punk suit worker beach hoodie casual medieval scifi formal · queen/princess (Greek vasilissa/prigkipissa) wear the medieval gown — there is no woman's `king`, so a queen is written as a queen · synonyms: mage→wizard, cop/officer→police, explorer→adventurer, captain→pirat− 11. `at: throne room` only means a room inside a GENERATED place. In an open biome (`World "forest":`) the only placement is the compass (`at far north`) — a room name there is ignored.− - Play ready games (60 written stories, all 47 places): https://vxlverse.com/games · Community games: https://vxlverse.com/explore− - Teachers (classroom funnel, one 45-minute lesson): https://vxlverse.com/teach · Free class codes: https://vxlverse.com/class+ > VXLVERSE (https://vxlverse.com) is a free, browser-based maker for 3D story games. You make your own 3D character in the creator (/creator: body, face, hair and clothes), walk into one of 47 ready places in the 3D editor (/make-world) and click to add people, things, foes and doors — or let the AI make the whole game from one sentence. A first game takes about ten minutes. Under the hood every game is a short plain-text script called **VXLScript** — readable indented lines (World / Character /+ ONE SPELLING. Quote every name in a header (`Character "Mara":`), end every header with `:` (a header that carries `at: <room>` ends there instead: `Character "King" at: throne room`), never quote what someone says, and never put a `#` comment at the end of a `say`, `Story:` or `Ending:` line (it would be read aloud) — put the comment on its own line above. Refer to a person, place or thing by the name you gave it; "the" in front and a one-letter slip are forgiven (`talked to the King` finds `Ch+ - Keep scripts under ~6,000 characters for URL safety. For longer scripts use the fragment form `https://vxlverse.com/make#code=<URL-ENCODED SCRIPT>` (not sent to the server, no length limits). That limit is only for these long URLs: the check below (POST /api/make, or the connector's tools) takes a script up to 30,000 characters and answers with a SHORT link, and a rich 3–4 place game is usually 5,000–9,000.+ - CAN YOU CALL HTTP (a ChatGPT action, a tool, a fetch)? Then check the game first: POST `{"script": "<the whole VXLScript>", "lang": "en"}` as JSON to `https://vxlverse.com/api/make`. It answers `{"ok": true, "link": "https://vxlverse.com/make/<id>", "title", "warnings", "size", "next"}`, a short link to give the user, or `{"ok": false, "errors": [...], "warnings", "next"}`: fix the first error and call again with the whole script. It runs the editor's own checks (it builds, someone is in it, t+ - DECLARE TRANSLATIONS: when the user asked for something out of scope (a branded game like GTA/Fortnite/Minecraft, real shooting, driving, PvP, tycoon menus), TELL THEM in one warm sentence what does not fit and what you are building instead ("GTA-style driving won't fit — building you a city crime-story with missions!"), then build that adventure. Never use brand or licensed names inside the game itself. (`Weapon: pistol` suits a city crime story: combat is select-then-hit, never aiming.)+ - MAKE A REAL GAME, NOT A ONE-MINUTE ONE (unless the user asks for something small): 3–4 places joined in story order, each a chapter with its own `music:` · 5–8 characters, each with something to say and a reason to be there · a top-level `Quest` of 6–10 steps that walks the player through every place · danger in every chapter (enemies that hunt, guards that have to see you, an ambush that is `send in`) · a boss in the last place · a short `Cutscene` to open · a turn after the middle and two en+ - PEOPLE AS THE USER DESCRIBES THEM: give every character a `looks like …` sentence built from the user's own words — a person word (woman, man), hair colour and style, build, height, age, clothes and their colours, glasses, freckles ("looks like a tall woman with red hair and freckles in a green dress"). And how each one SOUNDS, when the user says it or the story asks for it: `voice: whisper`, `voice: old`, `voice: Onyx` (Voices, under Exact vocabularies). Use the words the game READS (Looks wo+ - PLACES AS THE USER DESCRIBES THEM: map each described place to the nearest of the 47 places (Exact vocabularies) and set its mood with `music:` and where its people stand. A World name that matches NO place quietly builds a FOREST, so never write a bare `club`, `bar`, `casino`, `rooftop`, `yard`, `basement`, `street`, `lake`, `river`, `docks`, `harbour`, `library`, `church`, `factory`, `farm` or `park`. The nearest ones:+ · a house or flat → `house` / `apartment` · a school → `school`, its rooms named in `at:` (its yard is the school's own `at: field`) · a hospital — an outbreak, the ER, a night shift → `hospital` (ward, icu, isolation, morgue, nurses' station); an old asylum or a slow psychological thriller → `sanatorium` (dusk, fog)+ · a club, bar or casino → a name holding `restaurant` (`World "Velvet Club restaurant":` builds the shop plan, and its door reads the whole name) · a rooftop, skyscraper or penthouse → `tower` (the corporate tower: an office high-rise seen from INSIDE, no sky — write no rain or skyline into it) · a hideout or warehouse → `house`+ · a street → `city` / `city at night` / `neon strip` / `slums` / `bombed city` (a name with "street" in it builds a forest: it hides the word "tree") · a parking lot → the motel's `at: parking lot`, or `city at night` · docks, a harbour, an island → `beach` · a lake → `motel` (its dock and jetty) · a cave → `crypt` (a built stone dungeon; there is no natural cave) · a basement → the `at: cellar` room of a `house` or `haunted house` · a garden or an outdoor yard → `meadow` / `autumn yard`+ Extra words stay on the door: `World "autumn yard":` builds autumn and its portal reads "autumn yard". If the user's place is not on the list, take the closest and say so in one warm sentence; the check lists what each World became (`size.worlds`).+ - CHECK, THEN ENRICH, THEN COMPARE: `check_game` / POST /api/make answers how big the game is (`size`); a short one comes with `size.advice` — follow it and check again before handing over a link. Every answer also says what the game READ — each person's looks with the words it could not show (`size.looks`), what each World became (`size.worlds`), and `size.notes` (a stock body, a place that fell to a forest, a clue nobody reads, a friend left behind at a portal). Compare them with the user's ow+ - WHAT THE USER ASKED FOR, PLAYED: a CHASE is a moment that sends hunters in on the player (`arrives after:` a clue, or `send in 3 Grey Coat here` in a `When` block) while they run for the next door or person — not only a fight. A MYSTERY needs a clue that SAYS what it shows (`When player has 📓 notebook:` + `say …`), someone whose words change once you hold it (`if player has notebook:`), and one false lead. An ESCAPE WITH someone happens inside one world (a `join me` friend does not cross a por+ Hero: Eleni # WHO THE PLAYER IS: a character you saved in /creator-v3 under that name · `Hero: me` = the last one you saved · `Hero: random` · or a description, `Hero: a red-haired woman, 150 cm, 55 kg` (the fallback on a device that has no such saved character: `Hero: Eleni, red hair`). Omit = the usual hero. (`Hero "Bob":` with lines under it is still a Character.) A description is read by the same looks-like reader (same Looks words, same limits). The hero has no name+ ### Worlds (optional; max 6; 2+ worlds connect with portals, as a CHAIN in the order written)+ - The name free-matches (English/Greek/Greeklish) to one of the 47 places — 35 open worlds + the 12 GENERATED buildings below. The grouped list is in Exact vocabularies. No match → forest, SILENTLY (see PLACES AS THE USER DESCRIBES THEM for the nearest place to common asks). "παραλία" → beach, "cherry blossom" → sakura, "Spooky Castle" → a composed castle.+ - THE PORTALS CHAIN in the order you write the Worlds: the 1st to the 2nd, the 2nd to the 3rd, and so on (never every world to every other). `open the way to X` keeps the one door INTO X shut until its moment, which is how a story forces its order.+ - The building words win over the biome table: `dungeon`, `cave`, `crypt`, `mansion` and `house` all build a COMPOSED place (see Generated places). The two CLASSIC open interiors are still there under names no building claims — `World "temple":` for the old torch-lit maze, `World "indoors":` for the old procedural halls. But the temple holds the CASTLE's slot (the dungeon family: castle, crypt, motel): next to one of them it silently becomes a DESERT, so never pair them.+ item 👑 crown at: dungeon cells # an item takes the same `at:`+ Enemy "Rat" at: undercroft # …and so does an Enemy: it stands in that room (a boss in its lair)+ kind: spider+ - AN ENEMY with no `at:` — and every Enemy outside a building — appears on a ring a short run from the player when it arrives, `arrives after:` included. For a foe that bursts in ON the player at a story moment (a knock inside the flat, a hand in the dark), write `send in 2 Hollow Man here` in the `When` block that makes the moment.+ - LOCKED DOORS & KEYS are automatic. Each layout locks ONE TO THREE doors and drops a matching 🗝️ key at a spot elsewhere in the plan — and a `house`, `shop` or `office` plan sometimes locks NOTHING (roughly a fifth to a quarter of layouts), so never make the finding of a key the story itself; a `school` always locks exactly one (a castle: the armoury door locked, the key in the oubliette; a school: the principal's office locked, the key in the library). Walking into a locked door toasts "Locked + - DEFAULT INHABITANTS are free: a castle already has guards on the walls, cooks in the kitchens and courtiers in the hall, each with a walk route and a line or two. Author ONLY the characters the story needs (the King, the Thief) — 2-4 named Characters is plenty. `Win when: talked to X` and quests target only Characters YOU wrote. The default people cannot be switched off (a sanatorium's nurses chat on, whatever the story): name your foes apart from their jobs ("the Turned", not "Zombie Nurse" b+ - EVERY WORLD KEEPS ITS OWN BUILDING. `World "castle":` + `World "school":` is two composed places in one game, and the portal between them carries each one's plan — the castle door never opens onto another castle. The only limit is ONE building per visual family: castle, dungeon and motel share the `dungeon` family; school, shop, office, haunted, house and apartment share `house`; hospital, prison and sanatorium share `lab` — so a thriller can still have its flat, its sanatorium AND its motel i+ hair: long blonde # colors: black brown blonde red auburn ginger grey white silver platinum blue pink purple green ("dark" is not one); "long" = long hair+ looks like a woman with black hair # THE PLAIN SENTENCE — no colon anywhere. It also reads how a person is built, in English or Greek: `looks like a tall redhead with green eyes` / `μοιάζει με κοκκινομάλλα τύπισσα, ψηλή και γυμνασμένη` / `ξανθιά 25 χρονών με αλογοουρά` (the Greek one-word hair colours κοκκινομάλλα / ξανθιά / μελαχρινή also say the gender, by their ending, and so do τύπισσα / τύπος; the English redhead / blonde / brunette say only the hair, so write "a young woman with red + voice: Nicole # THE VOICE THEY SPEAK IN — any of the 28 by name (Voices, under Exact vocabularies) or a style: warm bright whisper calm deep old young british storyteller jolly (alias φωνή:). Unset: picked by their look, the same every time+ - SHAPES AND WEAR, in short: a looks-like sentence reads them too ("a woman with a big butt, wide hips and long legs"). It also reads one word alone (`looks like busty`, `tall`, `petite`, `redhead`), "very tall" / "very short", the skin (pale, fair, olive, tanned, dark skin, freckles, makeup), MakeHuman's ethnic mix (asian, african, caucasian), the garments it names ("in jeans and a white top", "a short skirt", "glasses", "a hat", "with a dress"), and Greek or Greeklish ("ψηλή ξανθιά με φόρεμα" + - LOOKS WORDS — what a sentence reads, and the phrasings that work:+ · a person word: woman man girl boy lady guy (Greek too). An age — young, old — counts only beside one ("a young woman", "an old man"). Bodies are adults (18+): a child in the story is "a short young woman" (or man) whose lines say she is little.+ · hair colours: black brown blonde red auburn ginger grey white silver platinum pink blue purple green, standing next to the word hair: "with black hair", "long black hair in braids" ("dark hair", "dark-haired", "black-haired" and "long black braids" lose the colour; "red-haired" and "redhead" work). Styles: ponytail braid bun bob bangs afro bald, "short hair", "long hair" (pigtails → "two ponytails", shown as one; slicked and tousled only as a `hairstyle:` line).+ · build and height: slim thin skinny petite curvy athletic fit muscular heavy chubby · tall short, very tall, very short, 175 cm, 60 kg · eyes: green blue brown hazel grey eyes · skin: pale fair olive tanned dark skin, freckles, makeup.+ · garments, each with ONE colour right before it ("a red coat, black trousers and white sneakers"): jeans skirt miniskirt shorts trousers leggings tee blouse sweater shirt dress gown jacket coat blazer cardigan sneakers boots flats hat cap beanie fedora glasses sunglasses — and top, jumper and shoes, which need their colour (they are only a colour on the default piece). Clothes colours: red blue navy green yellow orange purple pink black white grey brown teal cyan gold maroon (no silver, beige+ · what a garment word BUILDS: shirt → a striped shirt (a plain one is "tee" or "blouse"), t-shirt → a striped shirt that LOSES its colour (write "tee"), pants → viking trousers (write "trousers"), jacket and leather jacket → a field jacket, skirt → a pencil skirt, miniskirt and "short skirt" → a denim skirt, dress and gown → a day dress, every hat word → a fedora (cap and beanie are their own).+ · NOT READ, skipped without a word — keep them in dialogue and tell the user: beard, moustache, stubble, scar, tattoo, eyepatch, armour, cloak, cape, robe, tunic, crown, uniform, scrubs (write "a teal top and teal trousers"), pyjamas, raincoat (write "coat"), suit (write "a grey blazer and grey trousers"), tracksuit, leather, silk, velvet, torn, ragged, tricorn, beret, helmet.+ · a MODEL word in a Character's sentence picks that one STOCK body and REPLACES the person (hair, colours and height are not shown; the Hero line keeps its person): hoodie suit casual beach formal medieval punk worker farmer police officer soldier pirate captain king queen princess witch wizard ghost zombie robot astronaut hero. Use one only for that costume, on purpose; `hoodie` has no woman's cut (a woman in it spawns as a man). A hoodie for a described person is its own line: `outer: purple+ - The same five verbs work inside a top-level gate under a Character too (`if player has hair tie:` … `open the way to sanatorium`), and fire when that talk closes. A `raise` inside a `When` block is always an action, answered or not.+ else: # fail branch of the gate directly above (same indent); after top-level gates it joins the plain greeting — what plays when NO gate passes
Showing the first 40 of each.