Twine 2.6: Harlowe 3.3: Macros: Example: Revisiting Keys and Doors

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  • Опубліковано 16 лип 2023
  • This video revisits a previous one ( • Twine 2.6: Harlowe 3.3... ) using the concepts of hooks in Harlowe 3.3, extending and resolving design issues with the original video with new knowledge.
    Download (via GitHub): videlais.github.io/twinetutor...
    Harlowe 3.3 Playlist: • Twine Handbook: Vol 1:...
    Twine 2.6 Playlist: • Introduction to Twine ...
    Created by Dan Cox (‪@DanCox‬)

КОМЕНТАРІ • 6

  • @AndyRoidEU
    @AndyRoidEU 9 місяців тому

    Perfect. Reminds me of classic Gothic 1.

  • @user-ow8ej9sg3o
    @user-ow8ej9sg3o Рік тому +1

    Great explanation! learned a lot and cleaned up my game/story bigtime. UA-cam says theres 6 more videos, but they are hidden for some reason?

    • @DanCox
      @DanCox  Рік тому +2

      The videos are pre-scheduled for release at 12:00 PM ET each weekday, and I usually upload them at least a week in advance. Patreon users are about two weeks (roughly 10 videos) ahead of UA-cam public releases.

    • @user-ow8ej9sg3o
      @user-ow8ej9sg3o Рік тому

      @@DanCox That explains, Thanks for explanation, keep up the good work!

  • @barrytelium
    @barrytelium 6 місяців тому

    I'm trying to make a bigger game space, with multiple locked room doors and multiple keys. I'm trying to ensure the reader/player has maximum freedom (so there's a lazy locksmith) and all keys can open any door. I initially thought that I could (set: $key to -1) upon opening a door, but then I realized that caused the previously "found key" to spawn again since the $key value had changed back to 0. Any insight on how to make a "one-time key" to solve this beyond making unique keys to pair with doors?
    I also considered never reducing the value of the $key when interacting with a door and then setting the (If: $key is 2/3/4,etc)[2/3/4 message] and applying this stacked conditional to all doors, but then realized that anyone with the lowest value could still prompt the door to open. I have to assume there's some "else" or "is not" situation that's a catch all for failure, but not sure how to format.

    • @DanCox
      @DanCox  6 місяців тому

      There are a few different approaches I can think of for this. (1) Create a complex data structure such as a datamaps or dataset with all the keys and then test against them per door or category of door, (2) Setup a number of keys in the starting passage or one where a player cannot return such as using the special 'startup' tag, or (3) use modulus to test for the remainder of division to create categories of doors such that, for example, doors open to remainders like 2, 3, or another smaller prime number.