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For the body if this page (if you're staying consistent with Scenario Chamber) you'll want to give a sneak-peak of any bots the player might encounter, plus a Y/N confirmation. Open up the any of the ___/Confirm pages to see an example, and note that the 'Y' option should link to a ___/Start page. | For the body if this page (if you're staying consistent with Scenario Chamber) you'll want to give a sneak-peak of any bots the player might encounter, plus a Y/N confirmation. Open up the any of the ___/Confirm pages to see an example, and note that the 'Y' option should link to a ___/Start page. | ||
''Note'' - you'll want to find a patch of real-estate in twine so you can keep your story elements clustered. The amount Twine makes available will grow as you continue to add passages. | |||
=== Initialize Chamber Variable === | === Initialize Chamber Variable === |
Revision as of 14:12, 18 June 2024
This is a guide for anyone interested in editing or contributing to "Scenario Chamber" FYOP. I've had a few requests from others interested in adding their own content / chambers - if you're one of these people, this page should get you started.
This is also very much a WIP and not intended for public consumption - so if you've stumbled on to the page, avert your eyes! Or DM me if you have any questions, I'm long_time_lurker on Discord. Also, the formatting is atrocious, I need to figure out how to clean this up :P
Getting Started With Twine
Scenario Chamber is written in SugarCube, a language / story format for Twine. If you're unfamiliar with Twine, this tutorial seems like a good place to start!
Editing Scenario Chamber
Next, you'll want a copy of the Scenario Chamber html file. Opening this in Twine will give you a view of the sprawling mess!
Adding Your Chamber
Use Twine's Story->Find and Replace feature to locate Hub/Chambers (Twine will highlight any passage with this title, as well as any passages that link to it - there will be 3 in all, all located in the top left corner).
Opening up the Hub/Chambers passage, you'll see a list of objects being set, e.g:
<<set $girlNextDoor = { "name" : "girl next door", "prefix" : "Girl", }>>\
This defines how the chamber is shown to the player (in this case, "girl next door") and how to find the corresponding confirmation page (here, it would be "Confirm/Girl") as well as the chamber's starting page (and whether or not the player has visited the chamber).
You'll want to add your own object with a name and prefix for your chamber, and also add it to the $chambers list of available chambers.
<<set $chambers = [$girlNextDoor, $witch, $opera, $hero, $class, $hike]>>\
Confirmation Page
Make a passage entitled Confirm/<your prefix>, e.g. Confirm/Girl for 'girl next door'.
For the body if this page (if you're staying consistent with Scenario Chamber) you'll want to give a sneak-peak of any bots the player might encounter, plus a Y/N confirmation. Open up the any of the ___/Confirm pages to see an example, and note that the 'Y' option should link to a ___/Start page.
Note - you'll want to find a patch of real-estate in twine so you can keep your story elements clustered. The amount Twine makes available will grow as you continue to add passages.
Initialize Chamber Variable
Finally, you'll want to include a line initializing your scenario chamber variable within the StoryInit passage. e.g. <<set $girlnextdoor to false>>
(TODO - Why do I do this?!)
Once complete, any player should be able to visit your chamber. Now it's just a matter of adding content!