Oh, while I can respect the tech behind AI Dungeon, I agree, it seems very pointless and random. For this storygame, I want something much more focused and grounded. I'd very much like to lean toward predominately text-gameplay with a little visual flair (like the maps), so for example if someone was fighting a battle, while the code would keep track of where the troops were on the battlefield, it would seamlessly translate to text for the player.
For example:
(CODE) - [Insert logic to store unit positions] (Enemy has 1 unit of militia swordsmen on the hill, 2 units of veteran spearmen advancing...)
(Text Displayed For Player) - "You duly note the rapid shifting layout of the battlefield, taking care to watch your flanks. After all, the enemy general, Bapoleon Nonaparte, is famed for his tricky antics. You note there is an enemy unit of swordsmen on the hill, though the men look pale-babyfaced, and their uniforms are a disgruntled, unorganized mash of colors—perhaps some sort of citizen militia. Approaching is a large line of spearmen, their spears glinting bronze in the sunlight..."
The issue I need to figure out is how to make it engaging, but not repetitive, after several battles. If the repetition remains an issue, than I may have to fall back on to more "game-like" gameplay (which I'm more apprehensive towards), but will allow for greater fluidity, but I dunno, it kinda seems to take away from the "text" part of the "adventure".
It's definitely something that will have to go through a lot of testing and play-testing, that's for sure, so that's a long journey ahead.
And yeah, I apologize for it breaking dark mode, I needed to do that temporarily because originally I was using ASCII maps, so it was kind of messing with those, and I just never changed it back. I'll eventually fix that, no worries!