Closed klembot closed 6 years ago
Were you thinking of something passive, where the player simply has to visit the key holding passage, active, where the player needs to interact with some construct within the key holding passage, or both? The passive example could be done in most (all?) story formats by checking the story history. The active example would require the use of a story variable.
Both work and could probably use examples. I suppose my point, and question, is should they be separate examples?
Let's just do both.
I've started a "Variable" set today and have Harlowe and SugarCube covered.
This can also set the precedent for created different examples within a "family" of them that we can use for the "Timing" example. We should probably split those into "Passage Timing" and "Story Timing" to demonstrate the different ways to approach that across story formats.
A piece of text (e.g. a link to open a door) only appears if the player has previously visited another passage (e.g. where they found the right key).