CYOA Editor
CYOA Editor
. Users can drag nodes around to organize the layout without affecting the
story flow (just like arranging post-its on a board). Our editor’s interface is
divided into a few key areas for clarity:
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. In this panel, the user can enter the scene’s narrative text. Below the
text field, there’s an easy interface for managing choices: e.g. a list of
existing choices with their link targets, and a button to “Add Choice.”
The creator can type the text of a new choice (the decision the player can
make) and either link it to an existing scene or create a new scene for it.
The editor could prompt “Link to an existing scene or create new?” for
each choice, or simply create a new node automatically if no target is
chosen, to be filled in later.
Layout clarity: The UI keeps a clean separation between the story map
and the details of a selected node. For instance, when a node is selected,
a details pane on the side could show the scene’s content, choices, and
settings, so that the user can edit text and settings without losing sight of
the overall map. Overall, the interface is minimalist and uncluttered, using
clear icons and labels so that non-technical users can understand at a
glance. All interactive elements have descriptive tooltips (e.g., “Add a new
scene” when hovering over the +Scene button).
1. Create a New Story: From the dashboard, the user clicks “New
Story” (often a big obvious button). They provide a title for the
adventure and an optional description or synopsis. The editor then
creates a new project with a starting point. For example, after
naming the story, an initial scene node (e.g., Start or “Untitled
Scene”) is placed on the canvas automatically
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2. Add Story Scenes (Nodes) & Write Content: The user adds
content to the starting scene and creates additional scenes for each
part of their story. By selecting the start node, they can type the
scene’s narrative text (e.g., the opening paragraph of the story) in
an easy rich-text editor. New scenes can be added by clicking the
Add Scene tool (which creates a new blank node on the canvas) or
by adding a choice that leads to a new scene (the editor can auto-
create the node). The user writes the story scene-by-scene, like
writing separate pages or chapters, focusing on one scene at a time.
5. Preview and Test the Story: At any point, the user can test their
interactive story. A Preview/Play mode launches the game in a
built-in viewer that simulates the player experience. The UI might
have a “Play” button (▶️) in a corner (for example, Twine has a play-
test button at the bottom of the story map). Clicking this enters an
interactive preview: the story starts at the beginning, and the user
can click through choices as if they were a player. This lets the
creator ensure the flow is correct, and the text reads well. Because
the editor is web-based, the preview could open in a new browser
tab or a modal overlay. The preview should be interactive and also
mobile-sized responsive, so the creator can see what the game
would look like on a phone screen (important for mobile-friendly
output). During testing, it’s helpful to have an option to return to the
editor quickly or even a debug mode to jump to certain scenes.
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) or a JSON data file for backup. The dashboard may show a “Publish” or
“Export” action for each story. After publishing, the user can share the link
with friends or embed the game on a webpage. The output is web-based,
so it runs on any modern browser – desktop or mobile – without additional
software.
Throughout this workflow, the UI provides clear prompts (“Now add a
choice to branch your story!”) and guides so the user knows what to do
next. The goal is that a beginner can go from a blank project to a playable
CYOA story by following these steps in order, without feeling lost.
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All these assistance features aim to make the learning curve as gentle as
possible. Ideally, a user with zero coding knowledge can open the editor
and be “writing your first story in about 5 minutes”
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Beyond the core workflow, several additional features ensure the editor is
forgiving, flexible, and accessible to a wide range of users:
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Clear Visual Cues: The design uses clear typography and high-
contrast colors for readability. Choice lines connecting nodes could
be color-coded or labeled to make following branches easier. For
example, hovering over a node could highlight all outgoing
connections. There could even be a story validation feature that
warns if some scenes are unattached (no incoming links) or some
choices don’t lead anywhere – this helps creators fix errors easily.
twinery.org
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If this is your first time using the CYOA editor, don’t worry – it’s built to be
beginner-friendly. The editor uses a visual interface with scenes and
choices. Think of scenes like pages in a story, and choices as the
decisions that let the reader jump to a different page. You’ll be creating
scenes, writing some text for them, and then linking them with choices.
The best part is that everything is done with simple clicks, drag-and-drop
actions, and typing text – no coding or technical setup.
Before we begin, make sure you’ve signed in (if the editor has user
accounts for saving to cloud) or that you plan to save your work locally.
It’s also a good idea to have a story idea in mind, even if it’s very short –
perhaps a scenario with a couple of decisions. Now, let’s get started!
3. Opening the story editor: Once you confirm, the editor will create
your new story file and open the story editing interface. You
should now see the story canvas, which is likely blank except for one
item – a starting scene node placed in the middle. By default, this
first scene might be named something like “Start” or “Untitled
Scene”
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(If you used a template instead of a blank story, you might already see a
few nodes and some example content. You can still follow along with
those or start fresh. For this tutorial, we assume a blank start.)
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2. Name the scene (optional): At the top of the editing panel, you’ll
see the scene’s title. You can change “Untitled Scene” to something
more descriptive, or you can leave it as the default “Start” since this
is the beginning. For a simple game, the player won’t see this
internal name, but it helps you stay organized (for example, you
might name it “Front Yard” if the story starts at a house’s front
yard).
3. Write the scene text: In the text area provided, write the
narrative that the player will read at this point of the story. This is
your storytelling space – you can write a single paragraph or
multiple paragraphs describing the situation. For example: “You
stand before a creaky old house on a dark night. The wind rustles
the trees, and somewhere in the distance, you hear an owl. The
front door of the house is slightly ajar, darkness inside. Do you dare
to enter?” This sets the scene for the player. Write whatever fits
your story. Keep it relatively short for now; you can always expand
later.
At this point, you have a starting scene written out. The next step is to
create choices so the player can advance the story in different ways.
2. Enter the choice text: A small form will appear for the new choice.
Here you type the text of the decision that the player will see. It
should be an action or decision. For our example, let’s add two
choices:
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. For instance, once you confirm adding “Enter the house.”, you might see
a new node appear on the canvas, connected by an arrow from the start
node. It could be named something like “Enter the house” (taking the
choice text as a placeholder name) or a generic “Scene 2.” This new node
is where you’ll write what happens when entering the house.
4. Adjust layout: You can click and drag those new scene nodes to
arrange them nicely (perhaps place one to the right labeled “Enter
the house” and one below or left for “Walk away”). This just helps
keep the visual map clear. The connecting lines will move
accordingly.
5. Review your work: The start scene node should now have two
outgoing connections (often drawn as arrows or lines connecting to
the choice nodes). This indicates that from the start, the player has
two possible paths. If your editor displays the choice text on the
connection, you might even see the labels on the arrows like “Enter
the house” on one line and “Walk away…” on the other, which is a
handy visual cue.
Great! You’ve added choices. The structure of your story is now branching.
The next step is to write what happens in those outcome scenes.
Step 4: Write the Next Scenes and Add More Branches
With choices in place, we need to fill in the new scenes that were created
for each choice. Let’s do them one by one:
1. On your canvas, find the node that’s linked to the “Enter the house.”
choice. Click or double-click it to open its editor panel. It might be
empty or have a placeholder text like “Double-click to edit this
passage.” Now, write the narrative for what happens when the
player enters the house. For example: “You push the door open and
step inside. The floorboards creak under your feet. In the faint
moonlight through the doorway, you can make out a grand hallway
with a staircase leading up. Every shadow seems alive. You feel a
chill.” Continue the story as you imagine – maybe the player hears
something or finds an object. This scene will end with another
decision for the player, unless it’s an ending.
2. Add a choice or two in this scene as well, similar to how you did
before. For example, inside the house, choices could be: “Climb the
staircase” or “Search the ground floor”. Add those choices using
Add Choice and create new scenes for them (like “Upstairs” and
“Ground Floor” nodes will appear). You are effectively continuing the
branching. If you intend “entering the house” to be a final outcome
(perhaps the player is safe or something), you could instead mark it
as an end — but for practice, let’s branch more.
1. Now edit the node for the second choice. This is what happens if the
player decides not to enter. Maybe this is a shorter branch. For
example: “You decide this place is too creepy and turn away. As you
walk back down the path, the night grows colder and the darkness
deeper. Perhaps this was the safest choice, but you’ll never know
what mysteries the house held. THE END.”
2. In this case, maybe walking away is an ending (the game ends with
the player leaving). If so, you might not add any further choices
here. You can leave it as a concluding scene. Some editors let you
mark a node as an Ending (with a special icon or color) to signify
the story concludes there. If available, mark it, or simply note that it
has no outgoing choices (which also indicates an end).
For each new scene that resulted from a choice, write the scene’s
narrative, then add choices to create new branches or end the story
there.
You can make the story as simple or complex as you want. Tip: It’s
good to have multiple endings in a CYOA. Typically, each distinct
branch eventually leads to some conclusion. Some are “good”
endings, some “bad”, and some just different outcomes. Ensure that
each chain of choices doesn’t go on forever – decide where to wrap
it up.
As you build, frequently look at the canvas view to see the web of nodes.
Drag them around to keep things tidy (for example, cluster sequences in a
logical layout). This will help you not to lose track of which scenes connect
where.
Take your time to flesh out the story. You can always add more choices,
scenes, or even go back and insert a new branch earlier. The editor’s
flexibility with drag-and-drop and insert tools means you’re free to modify
the structure at any point.
Step 5: Preview and Test Your Story
With your branching narrative written (at least in draft form), it’s crucial to
test it out. Testing lets you experience the story as a player would and
catch any issues (like a choice that doesn’t go anywhere, or text that
needs tweaking).
2. Play through the story: The editor will either open a new
window/tab or switch to a preview screen. You’ll see your story’s
starting scene text, just as a player would. Go ahead and read it,
then click on one of the choices (they should appear as hyperlinks or
buttons for the options you wrote). The preview will then jump to the
scene corresponding to that choice, showing you the text you wrote
for that outcome. Continue to make choices and navigate through
your story. Essentially, test every branch: try all the different
choices, and see the different endings. This will help you ensure
everything is connected correctly.
3. Check formatting and flow: As you read, note if the text flows
well. Maybe you’ll catch typos or decide to add a sentence for clarity
– you can fix those after testing. Also check that the choices make
sense and the transitions feel natural. For instance, if an outcome
scene doesn’t clearly reflect the choice that led to it, you might
want to edit the text.
4. Use testing tools (if available): Some editors have extra testing
features, like a story map that highlights your current position, or a
rewind button to go back to the previous choice, etc. Use these if it
helps. At minimum, you can always exit preview and restart it to
test a different path. If your story is short, restarting is quick. If it’s
longer, you might implement temporary shortcuts (like a debug
choice to jump ahead) for testing purposes and remove them later.
Exit the preview mode to go back to the editor (there’s usually a close
preview button or you just switch back to the editor tab). Based on your
test, make any adjustments by editing scenes or adding missing links. It’s
normal to do a few rounds of small edits and re-tests until you’re happy
with the story’s flow and free of errors.
o Publish to Web: The editor might host your game for you at
a unique URL. For example, clicking “Publish” could generate a
link like https://game-editor.com/play/YourStoryName which
you can give to people. Anyone with the link can play your
CYOA in their browser. This is the easiest way to share – one
click and it’s live. Make sure to set your story to “public” or
“unlisted” as you prefer (public might list it in a gallery,
unlisted just means only people with the link can see it).
Sharing your game: If you got a web link after publishing, test it
out yourself to ensure it works (open it in a private/incognito window
or on your phone). Then you can share that link via social media,
email, etc., so others can enjoy your interactive story. If you have
the HTML file, you might email it to friends or upload it to a personal
site. Remember, since it’s all web-based, anyone can play just by
clicking the link or opening the file, on both desktop and mobile.
Next Steps: Now that you’re familiar with the basics, you can create
more stories and explore advanced features. You might try adding more
complex condition-based branches, use variables to track player stats, or
style your game with custom CSS if the tool allows. But all those are
optional. Even with the basics you’ve learned, you can craft rich
interactive tales. The key is planning interesting choices and outcomes.
The editor will scale with your creativity – whether your story has 5 scenes
or 500, the drag-and-drop node interface will help keep it organized.