I generally start a new scene and use the *goto_scene command whenever I put in a choice but I’ve recently seen other people’s code and I’m wondering if there’s a problem with doing things this way? I just find it easier to organise if there’s only a small amount of writing per scene. Any help is appreciated I’m very new to doing this.
It generally takes longer to load a scene than to move between choices within a scene. I can’t say for sure that that’s true if your “scene” is only e.g. 20 lines long; if it were, then your players’ experience would be more laggy, but it might not apply to super short scenes. Other than that, I don’t know that I can think of a problem with it – though you’re right, you’d be pretty much unique (AFAIK) in writing one scene per choice.
Personally, I’d find it a lot harder to find my way through a hundred scene files than through choices within a single searchable file…but maybe you’re not planning for a game that ever gets that long? At the end of the day, you do you.
I don’t think its the wrong way, but depending on how long your game is or how many choices, it will be difficult to organize. You’re going to end up with a lot of scenes, even short games tend to have dozens of choices which will be a lot of text files.
I also can’t imagine the nightmare that it would be to have multiple nested choices since you’d be jumping all over the place.
It does give the vibe of a traditional Choose Your Own Adventure Book, in a way.
Yeah, I’d worry more about organisational preference than performance. It’s really up to you, although I will say one choice per scene is definitely on the extreme side.
The scene files are organisational chunks and, like other people have said, you can organise however you find useful. The norm is 1 file = 1 chapter, with chapter being the typical organising unit of a large story. Having 1 file = 1 choice is a lot like how passages work in Twine. If you’ve got long passages between your choices (like a visual novel would) then this might work fine.
Other possibilities include be 1 file = 1 interaction/encounter (what would be a scene in a film: a location and set of characters, which could have several choices within it); 1 file = 1 day, week or year, for a game that proceeds chronologically; 1 file = , 1 room, settlement, port, for a game organised spatially.
Thanks to everyone that responded. I’m going to try and cut down on my scene usage. I think I’m way too used to old school choose your own adventure books and that’s how I’ve been writing so far.
You can make a great one using ChoiceScript. But where it sounds like you’ve been writing as if each CYOA “page” is a scene, it’s more common to write each “page” as a *label
within a single scene.
So where a traditional CYOA would have
If you go left, turn to page 76
If you go right, turn to page 202
you can render that in CS like this:
*choice
#You go left.
*goto 76
#You go right.
*goto 202
*label 76
You go left and are eaten by a grue.
*finish
*label 202
You go right and find [...]
although without actual pages to turn to, most writers find it more intuitive to give the labels written names rather than number references.
Thanks for your help, that makes a lot more sense than what I was doing.