FEATURE: Choice Tracker


#1

Ok, so this may seem confusing, but what I mean, is that in the portal, they should add a story option where you can choose if you want your story to track the player’s choices. This may be confusing where I’m going, but wait for it. And after you finish writing the episode, let’s say the players were given the choice to go for a relationship with Lee or not. If you had the choice tracker option on, then it would say at the end of the episode depending on the players choice: If they chose to go for the relationship it would say: “You left Lee feeling Heartwarmed. You chose to go for a relationship when you had a choice.” and so on so forth. It would have saved me a bunch of time making my new story called “The End Is Nigh.” I wish they added it sooner. Btw the way it would keep track of your choices is by this box in the top right corner that would be next to your profile when writing. When you needed to use the tracker, you would click on it, then it would open these choices you used a new code on and then you click on the choice you want to use first, then it would place a command for that, then you would write down what it was.
If you are still confused about what I mean, then read this reply I sent to @Lelsaac.

Basically, with the box options, you could use a new command like “@recapchoices{}” or something and then you click on the option that you want to recap through the box. Then you just write down the feeling you want it to say and anything else inside those bars. Then when playing the end of the episode, if you chose to go for a relationship, it would say on screen what you wrote, for instance: You left Lee feeling Heartwarmed. You chose to go for a relationship with Lee when you had a choice." And then the coding behind it would just be this:

@recapchoices{Went_For_Relationship(Or your gain name):

@LEE enters from right to screen center

@LEE is happy_smile (I know that probably isn’t an animation)

NARRATOR
You left Lee feeling Heartwarmed. You chose to go for a relationship with Lee when you had a choice.
}
@recapchoices{Rejected_Lee(Or your gain name):

@LEE enters from right to screen center

@LEE is idle_sad_loop

NARRATOR
You left Lee feeling Rejected. You chose to decline Lee’s thought of you and him.
}

NARRATOR
To be continued in Next Episode Number - Next Episode Title

EDIT: I typed this wrong. I meant to say was that if you chose to go for a relationship with Lee, then it would track how many other players made that same choice. Then, it would track the player’s chocies, and then tell the player: “You and 50% of players chose this option.” or something


#2

I am confused?


#3

isnt that just like using gains, if, elses and elif?


#4

yes, but I had to use a BUNCH of complicated coding to get it to work! Look at all the coding of the episode:

[spoiler]INT. BLACK - NIGHT

@OMEN stands screen center

label changing_appearance

    NARRATOR
Change Appearance?

choice
“Customize Character”{

@OMEN goes to character avatar

goto changing_appearance

}
“Use Profile Avatar”{

@OMEN becomes male profile

goto changing_appearance

}
“I look Perfect!”{

}

@OMEN exits right

music music_stringpop

EXT. DAMAGED NYC - DAY

@speechbubble is 160 254 to 168%

    NARRATOR
Welcome to The End Is Near - Episode 1.

@speechbubble reset

@transition fade out

EXT. DAMAGED TOWNHOUSE - DAY

@speechbubble is 150 323 to 107%

    NARRATOR
Presented to you by Elliot Horn.

@speechbubble reset

@transition fade out

EXT. MALIBU BEACH - DAY

    NARRATOR
Brought to you by:

@speechbubble is 185 156 to 123%

    NARRATOR
Elliot Horn

@speechbubble reset

@transition fade out

EXT. GEORGIA MARSHY LANDSCAPE - DAY

@speechbubble is 118 306 to 104%

    NARRATOR
Director:

@speechbubble is 184 263 to 112%

    NARRATOR
Elliot Horn

@speechbubble reset

@transition fade out

EXT. ROMANTIC LAKESIDE - DAY

@speechbubble is 143 157 to 106%

    NARRATOR
Tester:

@speechbubble is 193 193 to 101%

    NARRATOR
Lucas Horn

@speechbubble reset

@transition fade out

EXT. MANTUA STREETS - DAY

@speechbubble is 165 306 to 100%

    NARRATOR
Music by:

@speechbubble is 205 224 to 153%

    NARRATOR
Episode Team

@speechbubble reset

@transition fade out

EXT. MANSION GATE ENTRANCE - DAY

@speechbubble is 160 237 to 100%

    NARRATOR
Codes by:

@speechbubble is 160 203 to 100%

    NARRATOR
Episode Forums

@speechbubble is 160 237 to 100%

    NARRATOR
Forks in Story are by:

@speechbubble is 160 203 to 100%

    NARRATOR
TeamFennekinYT

@speechbubble reset

@transition fade out

volume music 20 2000

INT. BLACK - NIGHT
NARRATOR
Episode 1 - The End Is Near

music off

EXT. ABANDONED HOME - DAY

@transition fade in

volume music 100 100

music juvie_schooldaze

@pause for a beat

@transition fade out

INT. ABANDONED GOVT STORAGE - DAY

&OMEN stands screen left AND OMEN faces right

@transition fade in 2

    OMEN (talk_think_neutral)
Why did my friends dare me to go here?
I mean, it's not scary. It's just some abandoned government facility.
    OMEN (talk_think_neutral)
Unless they're setting me up.
    OMEN (talk_neutral)
What was this food used for?

    OMEN (think_rubchin)
(I'm guessing it's all expired?)

@OMEN exits left AND OMEN is walk_sneak_loop

INT. ABANDONED GOVT OFFICE - DAY

&OMEN faces left

@OMEN enters from left to screen left

readerMessage Darker colored choices are choices that could have consequences!

readerMessage So choose wisely!

    OMEN (think_rubchin)
(Should I take a picture of this just in case?)

choice
“Yes. Just In Case.”{

readerMessage You made your first choice!

    OMEN (talk_shrug_neutral)
Ah. What's the harm in just one picture anyway?

@transition fade out white 0.1

&OMEN is film_phone_neutral_loop

@transition fade out white 0.1

gain chose_picture

}
“No. Be safe.”{

readerMessage You made your first choice!

    OMEN (talk_unsure)
Nah. It could probably be an old hillbilly's poster for all I know.

gain didnt_choose_picture

}

    OMEN (talk_shrug_neutral)
Alright, next room.

@OMEN faces left

@OMEN exits left

readerMessage This may come in handy!

@zoom on 53 249 to 607% in 3

@pause for 10

@transition fade out

INT. CONTROL ROOM - DAY

music music_atwork

@zoom reset

&LEE stands screen center AND LEE is idle_rear

@transition fade in

@pause for a beat

@SECRATARY stands screen center in zone 3

    LEE (talk_angry)
Secretary!

@cut to zone 3

    SECRATARY (talk_afraid)
Yes, sir?

@cut to zone 1

&zoom on 196 359 to 1327% in 0

@speechbubble is 160 88 to 134% with tail_top_right

    LEE (talk_argument_angry)
Send out the search party.
We can't let that boy find that book.

@cut to zone 3

&zoom reset

@speechbubble reset

    SECRATARY (talk_afraid)
Yes, sir!

@SECRATARY exits right AND SECRATARY is run_athletic_neutral_loop

@transition fade out

INT. HOSPITAL HALLWAY2 - NIGHT

music music_gloomyprogression

@OMEN enters from right to screen left

@OMEN exits left

INT. HOSPITAL HALLWAY - NIGHT

@OMEN enters from right to screen right AND OMEN faces left

    OMEN (think_rubchin)
(Looks like this door needs a code.)

    OMEN (talk_shrug_neutral)
I won't need to use that door anyway.
    OMEN (talk_awkward_loop)
Probably.

@OMEN exits right

INT. BASEMENT HALLWAY - NIGHT

@OMEN enters from right to screen right AND OMEN faces left

@OMEN is talk_neutral_loop_rear

    OMEN (talk_think_neutral)
Huh? What's that?

@OMEN is tinker_stand_neutral_loop_rear

@add Spell Book Open Grey Black to OMEN

@OMEN is read_book_open_neutral_loop

    OMEN (talk_read_book_open_neutral_loop)
What the heck is this?

@SECRATARY stands screen right in zone 2

@cut to zone 2

music music_stressbeat

    SECRATARY (talk_apathetic)
I'm not so sure your gonna live.

@cut to zone 1

@OMEN faces right

@remove Spell Book Open Grey Black from OMEN

    OMEN (talk_afraid)
OH NO!

@OMEN exits left in 1 AND OMEN is run_athletic_neutral_loop

@cut to zone 2

@SECRATARY exits left in 1 AND SECRATARY is run_athletic_neutral_loop

@transition fade out

INT. HOSPITAL HALLWAY - NIGHT

@transition fade in

@OMEN enters from right to screen center in 1 AND OMEN is run_athletic_neutral_loop

@OMEN is tinker_stand_neutral_loop_rear

sound lock_something

label try_again

    OMEN (idle_argument_angry_loop)
(Come on! Open up!)

choice
“Try opening again.”{

@OMEN is tinker_stand_neutral_loop_rear

sound lock_something

    OMEN
(Please work this time...)

    NARRATOR
You try to open it again, but it's no use.

goto try_again

}
“Try Code.”{

goto unlock_code

}

label background_code

INT. ABANDONED GOVT OFFICE - DAY

@zoom on 53 249 to 607% in 3

@pause for 10

label unlock_code

@zoom reset

INT. HOSPITAL HALLWAY - NIGHT

@OMEN stands screen center

input What is the passcode? | What is the passcode? | Unlock(CODE)

if (CODE is “31410”) {
NARRATOR
Correct! You’ve unlocked the door!

} else {
NARRATOR
Code incorrect.
Please try again.
Would you like to see the code again?
choice
“Yes” {
goto background_code
} “No” {
goto unlock_code
}
}

    OMEN (cheer_happy_loop)
Yeah!
I did it!

@OMEN is idle_rear

@remove OMEN

@SECRATARY enters from right to screen right in 1 AND SECRATARY is run_athletic_neutral_loop

    SECRATARY (callout_neutral)
COME BACK!!!
    SECRATARY (talk_afraid)
Oh no. He opened the exit.
    SECRATARY (talk_angry)
I need to find him.

@SECRATARY walks to screen center

@SECRATARY is tinker_stand_neutral_loop_rear

@remove SECRATARY

EXT. JUNGLE - DAY

@OMEN enters from left to screen right in 1 AND OMEN is run_athletic_neutral_loop

@OMEN faces left

@SECRATARY enters from left to screen left in 1 AND SECRATARY is run_athletic_neutral_loop

label try_again2

    OMEN (idle_fight_angry_loop)
(What should I do?)

choice
“Punch her!”{

&SECRATARY is punch_fight_receive_angry

@OMEN is punch_fight_give_angry

&OMEN is punch_fight_receive_angry

@SECRATARY is punch_fight_give_angry

    OMEN (idle_fight_angry_loop)
(That didn't work..)

gain chose_punch2

gain chose_punch

goto try_again2

}
“Use Spell Book.”{

if (chose_punch2){
}
else{

gain didnt_choose_punch

}

    OMEN (idle_fight_angry_loop)
(Oh! I know! I could use the Spell Book!)

@add Spell Book Open Grey Black to OMEN

    OMEN (talk_read_book_open_neutral_loop)
Uh, Serenim Infernotis!

    SECRATARY (react_mortified)
NOOOOO!!!!

@remove SECRATARY

}

@remove Spell Book Open Grey Black from OMEN

    OMEN (react_gasp_dismayed)
I need to get to my house.
    OMEN (talk_afraid)
Now.

@OMEN exits right in 0.5 AND OMEN is run_athletic_neutral_loop

INT. BLACK - NIGHT

music music_stringwaltz

    NARRATOR
Would you like to see your statistics for this episode?

choice
“Yes Please!”{

if (chose_punch){
if (chose_picture){

@OMEN enters from right to screen center

@OMEN is idle_sad_serious_loop

    NARRATOR
Omen was left feeling | color:blue |upset | reset |about his actions.
You chose to take the picture when it was risky to take it.

@OMEN exits right

@SECRATARY enters from right to screen center

@SECRATARY is idle_argument_angry_loop

    NARRATOR
You chose to punch the Secretary when it was a risky move.

@SECRATARY exits right

@LEE enters from right to screen center

@LEE is walk_scared_loop

    NARRATOR
You left Lee feeling | color:red |threatened| reset |when you punched the Secretary.

}}
if (chose_picture){
if (didnt_choose_punch){

@OMEN enters from right to screen center

@OMEN is walk_scared_loop

    NARRATOR
Omen was left feeling | color:blue , outline:black , bold |scared | reset |about his actions.
You chose to take the picture when it was risky to take it.

@OMEN exits right

@SECRATARY enters from right to screen center

@SECRATARY is laugh_crackup

    NARRATOR
You chose not to punch the Secretary when it was a possible risky move.

@SECRATARY exits right

@LEE enters from right to screen center

@LEE is idle_armscrossed_neutral_loop

    NARRATOR
You left Lee feeling | color:red , underline , outline:black |eased| reset |when you chose not to punch the Secretary.

}}
if (chose_punch){
if (didnt_choose_picture){

@OMEN enters from right to screen center

@OMEN is idle_argument_angry_loop

    NARRATOR
Omen was left feeling | color:red |daring | reset |about his actions.
You chose not to take the picture when it could have been risky before.

@OMEN exits right

@SECRATARY enters from right to screen center

@SECRATARY is laugh_crackup

    NARRATOR
You chose to punch the Secretary when it was a possible risky move.

@SECRATARY exits right

@LEE enters from right to screen center

@LEE is walk_scared_loop

    NARRATOR
You left Lee feeling | color:red |threatened| reset |when you punched the Secretary.

}}

@LEE exits right

}
“No, I think I’m fine.”{

}

INT. BLACK - NIGHT
NARRATOR
To Be Continued In Episode 2: Hope Is Far.


#5

but how woukd te choice traker help?


#6

It would make making the kind of thing I did in this story WAY less painful and harder. It would also help OTHER authors keep better track of the gains in their story. Like me. I have WAY to many gains in Episode 2 and I sometimes forget about some that are crucial to the story.


#7

tru!


#8

Thank you for seeing that.


#9

Basically, with the box options, you could use a new command like “@recapchoices{}” or something and then you click on the option that you want to recap through the box. Then you just write down the feeling you want it to say and anything else inside those bars. Then when playing the end of the episode, if you chose to go for a relationship, it would say on screen what you wrote, for instance: You left Lee feeling Heartwarmed. You chose to go for a relationship with Lee when you had a choice." And then the coding behind it would just be this:

@recapchoices{Went_For_Relationship(Or your gain name):

@LEE enters from right to screen center

@LEE is happy_smile (I know that probably isn’t an animation)

NARRATOR
You left Lee feeling Heartwarmed. You chose to go for a relationship with Lee when you had a choice.
}
@recapchoices{Rejected_Lee(Or your gain name):

@LEE enters from right to screen center

@LEE is idle_sad_loop

NARRATOR
You left Lee feeling Rejected. You chose to decline Lee’s thought of you and him.
}

NARRATOR
To be continued in Next Episode Number - Next Episode Title


#10

Maybe it’s just me and I’m interpreting what you mean wrong :sweat_smile:, but I’m still having a hard time understanding what is it that you mean? Isn’t it kind of like having a readerMessage?


#11

No, like I mean like if the player chose to go for a relationship, at the end of the episode it would say with a narrator box “You chose to go for a relationship when 50% of people denied it.” You see what I mean now?


#12

~ Bump! ~