Typical Aman - making it hard for everyone haha!
Clickable Links:
http://chooseyourstory.com/help/articles/article.aspx?ArticleId=70
http://chooseyourstory.com/help/articles/article.aspx?ArticleId=57
Bah! No one needs clickable links. Anyways, I'm too lazy to figure out how to make them.
Also, we forgot to say this, Welcome to the site! (referring to the new user, not you BZ. As much as you believe the world to revolve around you)
I'm guessing the part you have trouble with is the multiple paths and choices, given you see yourself decent at the story/writing part.
Couple things I've found useful:
Some more obvious, but useful ones:
Good luck!
Thank you for the advice, however I have some more questions, I've noticed a few games that most people seem to call advanced storygames, I'm guessing this is because of the option to "use" items or abilities, however to be honest, I've always found this to be immensely annoying as it always ends up being a somewhat random choice to see which works and which doesn't, but I'm not sure how others would react, would this be something good to implement or something bad? Also, I've read and completed a good deal of endmaster's story games, no need to tell me that he's considers the best, I'd actually been a member here for a couple of months, it's just that this is the first time I've decided to well, do something other than read a storygame
It depends on the type of story you want to write. Do you want to make it such that the player can only choose how they want the story to go, or do you want them to be able to affect the story in some way if items are available to them? Like in fighting fantasy, a certain page might say 'If you have a bronze key, turn to the page with the same number as it. if not, turn to page 196.'
EDIT: Or you might want to just create a storyline, then write it out and have two choices at each page, so one choice usually leads to 'GAME OVER YOU LOSE' and one leads to continuing the story.
You don't need to use items to make a fun story. A fun story is something with an engaging plot, a Protagonist you can care about, and choices that seem to make a difference in where the game goes.
One method of writing a story game is to plot out each choice point and then fill in the middle parts. Another is to just write till you get to a choice and then take each path as it comes, going out to the next choice, and so on...
Either way, good luck (and don't get too close to Aman's mustache - I hear it has fleas) ^_^
My last point answers that lol. You don't need anything fancy in your story if you don't want it there, though it is recommended you upgrade to the advanced editor, because it's a nicer editor overall (again, you can ignore the additional features or even disable them).
It's not a good or bad thing to implement, just your preference and how you plan to execute the story.
Well, I've just started the game, and just so I can be sure, does a story about two twins who are polar opposites and grow up to become something close to avatars of good and evil sound like too much of a cliche?
If done well, with something refreshing and not totally predictable, I would say that could be great.
