The new story maps on chyoa are much better, but I've noticed they can still suffer from a lot of horizontal scrolling in heavily populated stories. I was thinking about how you could minimized that, and one thing stuck out: In many cases most of the horizontal indentations aren't caused by 'real' branches, by rather by decision points that only have one option. A potential improvement is to change the printing when there is only one branch out of a node, and indicate the continuity with something other than an indent. (Of course, if a second branch is ever added to the node, then if would be indented and displayed normally)
I've made a screenshot of what a story map looks like using this method (see attached file) It's a version of the 'dark angel' story, which seems a pretty typical example of a densely populated story. [also one of my favs, natch]
The example is pretty sparse, and leaves out a lot of info the real story map has, but it shows the layout... You can see areas of the map that would normally be heavily indented are instead presented as vertical blocks and bounded together, which saves a lot of horizontal space. [The occasional ^^^ links indicated a node that hooks back up to a previously displayed part of the story tree]
I'm not sure how the story map generator is coded, but the only modification I made to the typical tree parsing algorithm is a special case to check for nodes with only one exit: In that case, the code enters an iterative loop that prints successive nodes until it hits a node with >1 branch, whereupon the look breaks and normal recursive handling resumes.
If there's any interest in implementing this idea I can assist whoever has that job, if needed.
I've made a screenshot of what a story map looks like using this method (see attached file) It's a version of the 'dark angel' story, which seems a pretty typical example of a densely populated story. [also one of my favs, natch]
The example is pretty sparse, and leaves out a lot of info the real story map has, but it shows the layout... You can see areas of the map that would normally be heavily indented are instead presented as vertical blocks and bounded together, which saves a lot of horizontal space. [The occasional ^^^ links indicated a node that hooks back up to a previously displayed part of the story tree]
I'm not sure how the story map generator is coded, but the only modification I made to the typical tree parsing algorithm is a special case to check for nodes with only one exit: In that case, the code enters an iterative loop that prints successive nodes until it hits a node with >1 branch, whereupon the look breaks and normal recursive handling resumes.
If there's any interest in implementing this idea I can assist whoever has that job, if needed.