Prototype/Dev Thread: Choose-your-own-adventure in Twine

Added a new bit in the Forest for initial conversations with the Fluffy. I also realized that I couldn’t have a constant variable for the Fluffy’s name, if they weren’t going to pronounce Fluffspeak.

Basically the previous variable used to be $fluffyName = "Granite" and now it’s $fluffyName {"human": "Granite", "fluffy": "Gwanite"}; when I reference $fluffyName now, I reference $fluffyName.fluffy in Fluffy dialog passages, and $fluffyName.human in Human dialog sections.

My array for random Fluffy names now has the human and Fluffy pronunciations:

<<set $randomNameMale = [
    { human: "Oak", fluffy: "Owk" },
    { human: "Cedar", fluffy: "Cedaw" },
    { human: "Birch", fluffy: "Biwwch" },
    ...
]>>

However, I’m still going to have to make a dynamic change for custom Fluffy names, where the initial variable set by the textbox is $fluffyName.human and then it’s dynamically modified (probably just the simple “W” and “L” replacement) for $fluffyName.fluffy. Either that, or I give the player two text boxes, and say “this will be how you pronounce it, and this is how your Fluffy will pronounce it.”