Can I have certain "attributes" - nothing like the usual Str-Int-Cha stuff, but character traits based on the player's actions - saved invisibly in the background of the game, and then use them to determine whether or not certain options appear?
Yeah, you can do that. Set them as variables, then set them to raise whenever the player triggers the appropriate action. Then you can set the action to only show if the variable is at a certain level.
There may be a less clunky way to do this, but I'm not enough of a Twine wizard to know for sure. Coding this way made an elevator the single most complicated piece of code I did, since the available floors changed with the character's security clearance.
You could do the same thing re: only visiting a world once (assign having visited each world a variable, set it to trigger at 0, then add +1 after visiting it so the player never sees it again after the first time). I'm not sure about the random element, though.
no subject
Yeah, you can do that. Set them as variables, then set them to raise whenever the player triggers the appropriate action. Then you can set the action to only show if the variable is at a certain level.
There may be a less clunky way to do this, but I'm not enough of a Twine wizard to know for sure. Coding this way made an elevator the single most complicated piece of code I did, since the available floors changed with the character's security clearance.
You could do the same thing re: only visiting a world once (assign having visited each world a variable, set it to trigger at 0, then add +1 after visiting it so the player never sees it again after the first time). I'm not sure about the random element, though.