Twine Version: The online editor at twinery.org? (I’m on mobile)
Story format: SugarCube 2.37.3
Hello, so I recently started to learn programming by trying to make a game in Twine with the online editor because I only have a mobile, and I have several questions, so if that’s alright I’m gonna list them. I hope I can express them in a way that makes sense ![]()
- The main thing I am trying to do right now is reuse series of passages. My current project is organized as a series of bottlenecks that branches all come back to. Before and after those bottlenecks I have unique events that move the plot forward, but in the middle I have events that repeat themselves, with choices that will cause display variations in the story. So basically I have events with their own branching that I want to reuse regularly, and sending the player to a part that’s previously written is easy enough, but it’s the bringing them back to the right bottleneck that I’m not sure how to achieve? I’m guessing I’ll need a variable to keep track of how far the player is into the story, but how do I make that change the passage targeted in the return link?
- Placement of consequence variables: Before, during or after events? This is more of a general question on best practices I guess. I feel like it makes more sense to put these variables right in the event they are related to (for example setting a $metCharacter right at the end of the paragraph that describes the player meeting someone, in the middle of the passage), but are there considerations I should keep in mind? I know it can also be applied on the link that leads to a passage. Are there pros and cons to either approach?
- In case of a choice where all options go back to the same passage afterwards, is it better to create separate passages for each, or to handle it in the original passage with a replace and display variations, or display variations in one dedicated passage? Generally speaking do you prefer to have more passages or more display variations?
- Setting variables as false in the StoryInit and unsetting them as they become true vs. setting them as true as events happen and keep track of them from there? Here I am more specifically thinking of variables such as $metCharacter or $visitedPlace. I’m still trying to grasp what is and isn’t appropriate to put in the StoryInit and I’m also trying to make sure I learn good habits from the start and unsetting variables that no longer serve seems like one

- Tags on passages? So if I understand correctly, these can be used to apply different style sheets, but since I’m not worrying about those for now in the meantime I’m using them to keep track of thing I’ll need to come back for when things have progressed more, or tasks I want to lump together. For example I’m tagging passages where I’ll want to use a specific variable once my project is fleshed out enough that I’ll be able to know what kind of math I want to subject it to, or passages to which I need to come back to to code things, or the ones where I left a hole in the writing etc. So it’s a temporary use of tags, but are there things I should look out for, or better ways to proceed?
- And finally, what is a .twee? When I try to look it up I find things I don’t fully understand about files created with Tweego, but I don’t use that tool, and the online editor has a button to export the project as a .twee file. What does it do and would I be able to use it as a mobile user?