I haven't worked on it in February, but in January I added the idea of a 'Quest' and a 'Story'.
Quests will give players optional goals, and will be structured like Skyrims where each quest has multiple 'Stages'. When you switch stages, an event will fire which can affect the world in any way you wish, such as spawning/hiding objects. It could be used for storing puzzle variables, so you don't have to have variables in one big list. Multiple quests can be running at the same time.
The Story editor can help organise the different states the world can be in. It is split into stages too. For example:
Chapter 1 - Stage 1 (Enabled on game start. Player is inside house. When player types 'look at family photo', the 'Family Photo' object will check a condition (IF Story IS Chapter 1 Stage 1... Set Stage to 2)
Chapter 1 - Stage 2 (Activated by Family Photo. Makes a new character 'Jenny' appear in the room. Maybe now the game will not let you exit the room.)
Chapter 2 - Stage 1 (Activated by something in Chapter 1. Sets up objects/characters in different rooms.)
Now you can use this info as a condition. For example, if you type 'speak to jenny', it will start a different conversation when you are in different Chapters/Stages. I think only one Chapter/Stage will be active at any time.
I was also reading a bit about the structure of
other engines too, and decided to use "Thing" as the base class of all objects.
Also, I wanted to support visual novels and other games, but it seems like it's better to focus on text adventures first, and then do a seperate editor for the others. I was playing Danganronpa and it seems too complex to create with the same editor.