Minor changes

This commit is contained in:
David Masad
2021-01-30 14:52:06 -05:00
parent 5837d2d4ee
commit abce4f944d
2 changed files with 10 additions and 4 deletions

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@ -20,6 +20,7 @@ StoryManager.storylets["Go somewhere"] = {
let storylets = []; let storylets = [];
for (let loc of State.variables.locations) { for (let loc of State.variables.locations) {
if (loc == State.variables.currentLocation) continue; if (loc == State.variables.currentLocation) continue;
// Below is the instantiated potential storylet object:
let storylet = { let storylet = {
passage: "Orbit", // Name of the passage the storylet links to passage: "Orbit", // Name of the passage the storylet links to
description: "Jump to " + loc, // Storylet link text description: "Jump to " + loc, // Storylet link text
@ -75,6 +76,7 @@ I have a few Twine hobby projects in various stage of completion, and I found my
- [X] Generating potential storylets based on state - [X] Generating potential storylets based on state
- [X] Filtering to N storylets based on priority - [X] Filtering to N storylets based on priority
- [ ] Don't assume priority is an integer
- [X] Allowing some storylets to interrupt and take priority - [X] Allowing some storylets to interrupt and take priority
- [ ] Track storylet history (e.g. to prevent repetition) - [ ] Track storylet history (e.g. to prevent repetition)
- [ ] Storylets bound to specific data - [ ] Storylets bound to specific data

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@ -2,8 +2,6 @@
*Very rough tutorial intended to introduce the StoryManager core functionality as I develop it*. *Very rough tutorial intended to introduce the StoryManager core functionality as I develop it*.
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.
## Basic Example ## Basic Example
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. 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.
@ -182,7 +180,8 @@ However, maybe we want to give the player a choice here: engage the buttonholer
``` ```
:: Being approached :: Being approached
$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]]. $currentStorylet.character.name is coming toward you to talk.<br>
You can [[talk to them | Conversation]], or risk snubbing them by [[trying to get away | Start]].
``` ```
We have to be sure to change the `passage` in the `"Buttonholed"` storylet to this new passage as well. We have to be sure to change the `passage` in the `"Buttonholed"` storylet to this new passage as well.
@ -393,4 +392,9 @@ StoryManager.storylets["Seeing the duchess"] = {
}; };
``` ```
And that's it! And that's it! You can compile the final game (such as it is) with
```
> tweego storymanager.js storymanager-widgets.tw examples\duchess_party.js examples\duchess_party.tw -o examples\duchess_party.html
```
You can view the full code in the [examples folder](https://github.com/dmasad/StoryletManager/tree/main/examples) or [try playing it]().