- Create and name your story.
- Set a custom name for your story setting if your specific setting does not yet exist.
- Create your own visual theme for your UI interface.
- Create multiple introductions for your story.
- Create different starting clues for your story based on which introduction is shown to your players.
- Set multiple translation languages for your story.
- Customize the overall UI of which buttons will be used in your story.
- Set any social links for your story: link to your amazon page, facebook link, goodreads section, or your own personal website from the overall information of your game.
- Turn your story into a demo and allow your players to “try before you buy” and then you determine where the demo ends and the pay wall begins.
- Hook your players by showing them what will happen after the demo if they purchase your story.
- Create your own product keys and give away free access to your story through emails, promotions, bookmarks or other marketing campaigns.
- Upload your own graphics and sound.
- Categorize your graphics to help organize your media files.
- Attribute any media file to the artist, illustrator, photographer, or web-site for fair-use.
- Link to the source artist, illustrator, photographer, or web-site to help cross promote their work.
- Tell your story using multiple chapters that can branch depending on your player choices.
- Create your own clues/messages that go into your player’s notebook.
- Create messages that only trigger once, or that ALWAYS appear.
- Create as many characters as you need in your story.
- Characters can start the game in a location, or as hidden, missing, or dead.
- Create completely branching dialog that is mapped out for you in a flowchart.
- Playtest your character conversations in a debug window.
- Assign any number of requirements to a conversation response that limits which character can use that response.
- If a player fails that requirement check then that response can either not be listed or can lead to a failed response.
- Create multiple looks for your characters that changes as you talk to them.
- Create responses that answer key character questions, so that once that question has been answered then no other responses designated as that question will appear as an option.
- Create multiple relations between story characters.
- Each relation can have a different term that identifies a person in that relation: e.g. a relation between a husband and wife, or another between a sister and brother.
- Relations can be hidden in that you know that two characters are related, but are unsure of the exact nature of that relation.
- Relations can be assigned between two characters, but later revealed to be false.
- A character can be linked to an “unknown person” that is later replaced with a real character: e.g. a character could be blackmailed by “someone”, who is then later revealed to be X.
- Relations can have any amount of description text that summarizes the nature of the relationship between two characters.
- Any story entity (person, relation, location, clue, topic, item, or event) can be the subject of an infinitely deep conversation with a character.
- Upload any type of graphic that can represent an in game map.
- A game map could be one of three different types of maps: city, building, or point-of-view.
- City maps can have multiple neighbourhoods that help organize locations.
- City maps can have nested maps that have greater detail in a given region.
- A nested map region can be hidden until later revealed to be important to the storyline.
- Maps can be marked as an Open Street Map or Google Map so that authors can reuse existing map systems and automatically link to these systems for fair-use.
- Buildings can be marked as a “dark map” so that players have to explore the map before the room details are revealed.
- Buildings can be marked as “dungeon maps” so that once inside that building the player cannot leave unless they leave by the exit.
- Maps can contain any number of locations for players to explore.
- Locations can have any amount of text that describes them.
- Locations can have any number of “looks” that changes their graphic and text description based on in-game events.
- Locations can either be hidden or visible to players.
- Locations can be nested and lead to a nested map which could represent a building or region.
- Nested locations can be represented by unique icons rather than the default push-pins.
- Any location can be converted into a room (for building or POV maps) that is linked to other rooms through doors.
- Rooms can define square or any oddly shaped regions on a building map.
- Doors link two locations.
- Doors can be one way, and lead to locations on different maps (e.g. trapdoors or stairs).
- Door regions can have different cursor graphics when you hover your mouse on top of them.
- Doors can have a graphic and description associated with them.
- Doors can have different looks which can change the description and graphics.
- Doors can be visible based on the setting of a flag variable.
- Doors can be usable based on the setting of a flag variable.
- Rooms can have any number of clickable hover regions.
- Hover regions can have a graphic and description associated with them.
- Hovers can have different looks which can change their description and graphic.
- Hovers can have different cursor graphics when you hover their mouse on top of them.
- Hovers can be visible based on the setting of a flag variable.
- Hovers can be usable based on the setting of a flag variable.
- Neighbourhoods can have different descriptions and graphics.
- Neighbourhoods can have different looks which can change their description and graphic.
- Locations can be assigned any number of types which can help categorize locations for your players.
Items / Topics
- Create any number of items (viz. props) in your story.
- Items can have a graphic and description associated with them.
- Items can have different looks which changes their description and graphic.
- Items can be turned into “topics” which means they do not exist in your story except as a topic of conversation.
- Items can be hidden, in the player’s inventory, or in a location.
- Items can be “quantities” which means that they exist in the player inventory as quantities (e.g. money, fuel, bullets, shield level) that are determined by flag variables.
- Create any number of events in your story.
- Events can be a specific moment, or can occur over a period of time.
- Events can have a description and a graphic.
- Events can have different looks which change their description and graphic.
- Events can have vague start and end times which means that they become more specific as the story progresses: e.g. time of death was between 2AM and 6AM, which later becomes 2AM to 4AM, and finally calculated to be 3:20AM.
- Events can be revealed to be false (red-herrings) that you though occurred but are later revealed to be false.
- Events can be hidden, or revealed to be at a location.
Notes & Hints
- You can create any number of notes that can help indicate what the players have to do when they get stuck.
- You can have any number of sub-tasks in a task to help describe the sub-steps that a player must make to complete a task.
- Any task can have any number of “hints” to help players figure out what to do next.
- A task can be plain text, bullet point, or a checkbox to indicate when it is completed.
- Create any number of endings for your story.
- Create quizzes for your story so that the player has to figure out “the answer” before they can go to the next chapter or even finish your game.
- If set for a chapter, then the answers that a player gives for a quiz can determine the next chapter of the story.
- Questions can have five different types: pick an option, multi-option (checkboxes), pick a person, pick a location, pick an item/topic, or pick an event.
- If the question is a pick an entity (person, location, item/topic, or even) then a player cannot pick that option unless they know about that entity.
- If the player has not encountered that entity then the option will only appear as “???” and cannot be selected as an answer.
- Quizzes can branch to different questions based on previous answers.
- Create any number of flag variables that remember the current state of the game.
- Flag variables can have a description that helps you remember what the different values mean when using them in scripting or as use/visible flags for doors or hovers.
- Flags can have different minimum, maximum and starting values.
- Create any number of scripts that guide and control the flow of your story game.
- Use intellitype and hover help on any script effects or entity parameters.
- Perform global searches on your script codebase.
- Create any number of in-game hyperlinks in the description text of your entities.
- Use different code states to help organize your code based on the overall story state.
- Sort the entity list to easily find which entities have script code attached to them.
- Use any of 182 script functions to help check/control the flow of your game, all with help describing how to use them.