Gameplay mechanics halfway there

That’s 2.5 hours of productivity. Crap.
Unlike typical Twine, Truth be untold will not use direct links from one scene to others. Because each scene will link to:
- Only one scene, that will be the only option to go on.
- This option will be randomly picked from a list of possible options.
- The list of possible options will depend on the decisions taken by the player within the current scene and previous scenes.
After 2.5 hours, my game does all this:
- I can write a content passage that defines a whole scene:
- the description text
- the available decisions and their success chance
- the results of these decisions
- the possible places that the story can go next
- The game logic:
- picks the proper scene
- prints the text
- lets the player pick a decision
- picks a result
- prints the result
- picks one of the possible next scenes for the story
- links that scene to the player.
Which is, more or less, half of the game’s logic. Now what’s missing is mainly the “picks a result” part: it’s a random placeholder now. I have to define variables that track the player’s previous decisions along the game and pick a result of each new decision depending on that.
Isn’t this crap boring?
Tags: interactive fiction, Twine