I just found this thread and I'm so excited for the site update! This is too great of a site concept to have a lesser website. Glad to see it still has support and love!
There is a quote that applies here: Which since we don't HAVE a budget... Thanks again for doing this Friedman, and I still am looking forward to it!
So that everyone is up to date: The update will come next week, not this weekend. For those who can't wait, here are some final screenshots:
Thanks Some more details on the update? I'm curious. How did you implement the conditional branches\stories? If I recall correctly we talked about how to load the "inventory", how to show the conditional paths (grayed out or not, showing the requirements or not) and so on. Raise the hype, cmon Also Friedman, if you want\need you can open up a Patreon account (I'd be happy to add my little contribution)
This looks great. Once people start using the conditionals for game/rpg type stories, they'll be a lot more fun to read. I remember reading stories like that when I was young, and having a sheet of paper to track stats/attributes but that's too much like work with an erotic story. This will be great. Also, it looks like there's less wasted white space, so I like it even more.
You would activate the conditional branches functionality for your story and add conditions to your threads. So it should be quite easy. Since I've tried to keep this relatively complex functionality as simple as possible, you control all conditions via threads. In the upcoming first version, I'll introduce two types of variables: Boolean which can take on true or false, and numerical represented as percentage. As you can see in the screenshot below you can define conditions per thread which change the score (or "inventory" as Mr.B. mentioned above) of a user (or a current game) and determine if the chapter can be accessed. If the score is not sufficient the thread will be greyed out and you see the conditions you need for it.
Are there any future plans to make variables and non-available threads hidden for the more technical values? E.g. I don't want the user to see the relations a character has to them or lots of story control "flags"; and not show them that there would have been another option (e.g. if I come back to the same 'hub' thread every day and there are some things that can be only done once in the playthrough, I don't want them to always be visible and say "only available when day=25") Also, I'm probably getting too greedy now, but little variable checks inside threads would be a great help to make stories very diverse and unique with very little extra writing work. Things like Code: ...and you pull down her {if color=0}red{/if}{if color=1}black{/if}{if color=2}white{/if}{if color=3}blue{/if} {if material=0}silk{/if}{if material=1}lace{/if} panties.
I've gotta say Friedman even I'm impressed and my brother designed a videogame albeit it was a flash game but still it was half a gig
Uhm wait, why percentages and not normal numerical values? A number is far more usable than a percentage. (unless you meant just the icon) edit: for example, say that I want to check how many dollars the character has in his\her inventory. 50 needed to go to the next thread. Can I do it? edit2: ok I just realized the < and > are actually not arrows ahaha..so I guess the answer is yes
That's too much imo And I don't like it because the reader would have no idea of the parts he is missing.
Conditions happen at thread breaks. That is how CHYOA works. We will not be having them inside threads.
+1 I really like that ideas. And there is a difference between story mode and game mode, so it doesn't really matter, if you miss some parts in game mode. Decisions happen at thread breaks. Variable checks inside threads is just using the decisions.
Well, I'm sure we have calibrate here and there and see what works best in game mode. It's after all not set in stone.
Okay, once again sorry for the probably silly question as I'm rather new, but are "game mode" and "story mode" like actual things? Or do you people just use those terms to distinguish between 'open' stories where each choice opens a completely new story and 'closed' ones where you are not supposed to explore each path but actually stick to your decisions?
OK, I know this is serious feature creep, and forgive me if you included it and I missed it: but when creating a story can we have a field to enter not only POV and Gender but TENSE too? I find that is a big challenge to keep consistent in a story and would love to see it added.