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Different method to transition between passages?

I don't know if it's poor manners to come into the forum and immediately ask more than one question but here goes... I hope it's alright.

The story I'm writing is chapter based but gives players the option to explore loose modules in between the main storyline. The idea is that the main character is forced to do certain activities during the day (chapters = main storyline) but is free to explore the world at night (loose modules). At night the players retreat to their room, and depending on how they handled themselves in the chapter certain options become available.

An example would be the following:

1. Go out and explore
2. Pay a visit to Sandra
3. Go to sleep (continuing the main storyline)

Since the story will be pretty heavy content-wise the last thing I want to do is use the normal passage to passage transportation for this. Is there another way to create a clickable transition without Twine noticing and drawing a line to and from?

Thanks in advance

Comments

  • edited June 2015
    This will not draw a line in harlowe.
    (link: "text on page")[(goto: "page name")]
    
  • edited June 2015
    Currently the Twine editor does not know how to do syntax highlighting, auto suggestion, or draw connection arrows for any link type besides the standard markup links:
    [[Passage Name]]
    [[Link Text|Passage Name]]
    [[Link Text->Passage Name]]
    
    But this may (will?) change so I would not rely on using more advanced link types to stop Twine drawing connection arrows between passages.
    Some of the advance link types are:
    :: Harlowe
    (link: "Link Text")[(goto: "Passage Name")]
    (link: "Link Text")[(set: $var to "value")(goto: "Passage Name")]
    [Link Text]<opt|(click ?opt)[(goto: "Passage Name")]
    (link-goto: "Link Text", "Passage Name")
    
    :: SugarCube
    [[Link Text|Passage Name][$var to "value"]]
    [img[Image][Passage Name]]
    <<click "Link Text" "Passage Name">><</click>>
    <<click [[Link Text|Passage Namey]]>><</click>>
    
  • Thank you for the responses guys. I found <<click "Link Text" "Passage Name">><</click>> does what I want just fine, excellent!

    Twine actually sees a connection when I use <<click Passage Namey>><</click>> by the way.
  • My mistake, I forgot that it can see the Passage Namey part of that <<click>> macro, not the <<click>> itself.
  • Just curious, why no lines? The only reason I can think of is performance in the editor... but I would like to know why YOU were leaving them out.

    If you don't mind.
  • I suppose aesthetic concerns.

    Twine line drawing doesn't actually give clarity when you have heaps of cross-referencing passages. It just looks like a demented spider web.
  • If that is the case then you may want to suggest on the Twine issues page to the add the ability to turn off the connection arrows.
    Because as I posted early, it is very likely that a future version of Twine will start recognizing other link types besides the standard markup ones.
  • edited June 2015
    @Claretta
    "demented spider web"

    Instant classic.

    The reason I ask though, is because of the phrasing of the question. It sounds A LOT like they were thinking that it wouldn't link to it, if it had no lines. This won't affect that in the way that they think.

    But I asked first, so as not to look like an idiot when it inevitably turns out that they have more programming skills than Zuck and I was naive in my asking.
  • The setup of the game is one of chapters for the main storyline, and in between these players can explore optional modular content. So the player has to do chapter 1, but when it is finished goes to their private chambers and gets the choice of optional modules. The player can start chapter 2 whenever they like.

    The lines are perfect for linear content like the chapters, but not great when for the in-between modules idea. Hope that makes sense :)

    Ideally Twine would have two types of links, one that shows in the editor and one that doesn't. Even more ideal would be folders for larger projects, in which you could put every chapter in it's own containing unit. Right now Twine is ideal for smaller stories and not yet set up for larger stuff, but hey, I'm not complaining, I love Twine and how its coming along :)
  • It actually has the type you're asking for. Both with lines and without.... but they have absolutely ZERO affect on continuity either way.

    well.... Let me try it this way... Yes... A line shows a connection but it isn't the line that makes them connect. It's the programmin YOU do behind the scenes that reflect a line or not. For example setter links don't have a line, but they still do connect.


    The line is not the cause. It is the effect.

    Does that make sense?

    You can still present the order that your passages follow in your story in any order that you choose.

    Does that also make sense?

    What you can do to achieve your desired effect is to have an array of links and present them as a group for your reader to choose from and then remove each link as they are used so that they don't show up in subsequent looks back at the link cloud.

    I hope that helps.
  • Hey Sage,

    Everything you're saying makes perfect sense. I know in the end the lines don't matter for the experience the player will have... the problem is, if this game gets as big as I want it I'll never be able to see the forest from the trees because of them.Hopefully when I'm a bit further along I can post a sample and you may see what I mean :)
  • edited June 2015
    Here are two ways you can do this.... I would have said them sooner, but I only just learned them now:
    <a data-passage="passage name">Tytul</a> //SugarCube via GreyElf
    
    (link: "text on page")[(goto: "page name")] //Harlowe via Rafe
    

    These will make links with no lines.
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