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@ -20,6 +20,7 @@ StoryManager.storylets["Go somewhere"] = {
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let storylets = [];
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let storylets = [];
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for (let loc of State.variables.locations) {
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for (let loc of State.variables.locations) {
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if (loc == State.variables.currentLocation) continue;
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if (loc == State.variables.currentLocation) continue;
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// Below is the instantiated potential storylet object:
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let storylet = {
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let storylet = {
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passage: "Orbit", // Name of the passage the storylet links to
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passage: "Orbit", // Name of the passage the storylet links to
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description: "Jump to " + loc, // Storylet link text
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description: "Jump to " + loc, // Storylet link text
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@ -75,6 +76,7 @@ I have a few Twine hobby projects in various stage of completion, and I found my
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- [X] Generating potential storylets based on state
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- [X] Generating potential storylets based on state
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- [X] Filtering to N storylets based on priority
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- [X] Filtering to N storylets based on priority
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- [ ] Don't assume priority is an integer
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- [X] Allowing some storylets to interrupt and take priority
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- [X] Allowing some storylets to interrupt and take priority
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- [ ] Track storylet history (e.g. to prevent repetition)
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- [ ] Track storylet history (e.g. to prevent repetition)
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- [ ] Storylets bound to specific data
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- [ ] Storylets bound to specific data
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@ -2,8 +2,6 @@
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*Very rough tutorial intended to introduce the StoryManager core functionality as I develop it*.
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*Very rough tutorial intended to introduce the StoryManager core functionality as I develop it*.
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One thing that dynamic storylets are good for is when you want a to write one basic structure for an interaction that will play out differently when bound to different variables.
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## Basic Example
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## Basic Example
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As a simple example, let's make a tiny game about attending a party. The player can only engage in one activity: talking to other guests. There will be different guests at the party, and each may want to talk about a different topic.
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As a simple example, let's make a tiny game about attending a party. The player can only engage in one activity: talking to other guests. There will be different guests at the party, and each may want to talk about a different topic.
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@ -182,7 +180,8 @@ However, maybe we want to give the player a choice here: engage the buttonholer
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```
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```
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:: Being approached
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:: Being approached
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$currentStorylet.character.name is coming toward you to talk. You can [[talk to them | Conversation]], or risk snubbing them by [[trying to get away | Start]].
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$currentStorylet.character.name is coming toward you to talk.<br>
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You can [[talk to them | Conversation]], or risk snubbing them by [[trying to get away | Start]].
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```
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```
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We have to be sure to change the `passage` in the `"Buttonholed"` storylet to this new passage as well.
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We have to be sure to change the `passage` in the `"Buttonholed"` storylet to this new passage as well.
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@ -393,4 +392,9 @@ StoryManager.storylets["Seeing the duchess"] = {
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};
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};
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```
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```
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And that's it!
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And that's it! You can compile the final game (such as it is) with
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```
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> tweego storymanager.js storymanager-widgets.tw examples\duchess_party.js examples\duchess_party.tw -o examples\duchess_party.html
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```
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You can view the full code in the [examples folder](https://github.com/dmasad/StoryletManager/tree/main/examples) or [try playing it]().
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