Open tmedwards opened 4 years ago
I like the idea and how it helps get around the user-interaction for audio restriction. Would the click anywhere to continue be optional? Another possible name for the passage is StoryWelcome
.
I like this concept a lot too, but I'm wondering if "click anywhere to continue" should be a separate consideration entirely, in that this passage should have whatever the user wants: if they want a link or button, they can do that, if they want a "click anywhere" feature, maybe there should be a macro in SugarCube for that that can also be used in a passage like this.
Instead of rendering it within #passages
, why not just auto launch a larger dialog upon initialization/reset and render it there. Dialogs never go into the history anyway and usually you have to click to close them--exactly what you want. I would probably name it something like SplashDialog
.
Of course I am not a fan of a special names. Why not just make it a field in the StoryData
JSON or some such? I realize it would be TwineScript SugarCube wiki text (and some escaping for embedding in JSON might be necessary). It is just a thought.
If someone was smart and wanted it longer, the main content could be defined in a splash macro (defined in either a script
or widget
tagged passage) and that put in the splash dialog. In fact I would prefer a special named macro than a special named passage. It would be easy to have the startup code condition the splash with Macro.has('InitSplash')
or similar and then there is no need for a special passage.
A special passage that is shown to players before the normal starting passage and does not become part of the history. Essentially, an introduction or splash screen.
My current idea on how it should work is that it would simply require any player interaction to move past—basically, the whole viewport would get the equivalent of an
[…].ariaClick()
event handler.Reasoning
Others I'm likely not thinking of at the moment.
Possible Names
StorySplash
StoryIntro
Other suggestions?