I published my monthly dev update blog post with new features. Lots of exciting stuff has come out! I’ve been posting quite a few of the updates here as they happened but a few features not mentioned include:
Tag System
I’ve added a tag and tag property system. The basic idea is that some variables, NPCs, etc. might have some shared characteristics. For instance, if I’m building out a game that has a food inventory, I might create variables like:
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“Canned Chicken”
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“Energy Bar”
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“Chocolate”
I can then create a tag called “Food”, and within it, add tag properties like “satiety” and “morale boost”. These are basically nested variables under the hood.
Whenever I assign the tag “Food” to a variable like “Canned Chicken”, that variable now automatically gets those properties too. So now “Canned Chicken”, “Energy Bar”, etc. all get “satiety” and “morale boost” properties, which you can set to whatever you want.
To go alongside this, I’ve also added dynamic choice generation. You’d pick this in the same place where you pick other choice types (continue, input, interact, etc.) and you can then select a tag (e.g. “Food”) that corresponds to this choice. What’ll happen is that when a reader gets to this scene, every variable with that tag (e.g. all the food items you created) get added as choices dynamically. So if you have 20 food items, you don’t need to go and manually create choices for each one. And every time you add new food items, they get auto-added to your dynamic choice list.
Tags can also be set to be consumable or not. If they’re consumable, the quantity of that variable (e.g. “Canned Chicken”) will go down by whatever consume amount you’ve set (by default 1).
You can create choice effects for the dynamic choice type via the standard “fx” button. You’ll see a new “Tag Prop” setting which lets you assign the effect “satiety” to hunger, or “morale boost” to a happiness variable. Also, if a tag is consumable and the reader has none of that item, the choice won’t appear for them anymore.
Story Tree Effect Visualizer
When you open the Story Tree, you can now instantly see any scene effects and choice effects associated with any of the nodes and edges in your story, making it easier to visually track what’s going on without having to click into each scene. You can also toggle this off if needed.
I also improved some of the choice overlap logic in the Story Tree so if you have multiple choices re-converging back to the same scene, they move out of each others’ way and you can actually read what they say.

Back Choice Types
To make it easier to manage inventory screens, specific rooms that you re-visit, computer terminal home screens, or whatever else your story requires, I’ve added a new choice type: Back. Back choices will dynamically go back to whichever scene you came from.

You can read the full blog post here.