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
Some of the advance link types are:
Twine actually sees a connection when I use <<click Passage Namey>><</click>> by the way.
If you don't mind.
Twine line drawing doesn't actually give clarity when you have heaps of cross-referencing passages. It just looks like a demented spider web.
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.
"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 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
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.
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
These will make links with no lines.