![]() ![]() But as you might have noticed from the three examples above, there’s every chance you’ll see the same combinations crop up more than once, even in pretty quick succession. Three times of morning, multiplied by six adjectives to describe Randy’s awakening, multiplied by four ways in which his monkey butler does that job: that’s 72 possible paragraphs right there. It might look like this:Įven this minimal level of randomness – a handful of different options available at three different places in the passage – can produce a pretty bewildering array of possible combinations. ![]() This looks like a mess, but the text it generates when played is perfectly serviceable. If you don’t have a whole lot of possible options in mind you can just stick this in the story where you want the random text to appear and it’ll do the job nicely. Simply writing (either: “one thing”, “another”) is enough to display one thing or another. There’s a really easy way of doing this: The (either:) Macro: But an element of chance can spice things up, and if the player is going to be coming back to the same passage again and again (maybe it’s a room they pass through several times, or an action they must take repeatedly) then it never hurts to vary the text they see. Sometimes – if anything most of the time – you want people to know that what happens in the game will be a direct result of what they’ve decided to do. That’s actually a perfectly good way to go. No matter what you do with them, games produced with only hyperlinks and variables will always be entirely deterministic: the same sequence of actions will always produce the same effect. You can produce a fully featured interactive story with nothing more than plain old hyperlinks, and if you’re willing to sink just a little time into learning how to use variables, you can introduce some very sophisticated adventure game elements with minimal effort. ![]() Even using only the most basic range of tools, Twine gives you a lot to work with. ![]()
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