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CYOA Editor

The document outlines the UX design for a user-friendly web-based choose-your-own-adventure (CYOA) game editor aimed at non-coding creators, emphasizing clarity and intuitive navigation. It details the interface components, game creation workflow, user assistance features, and accessibility options to ensure a smooth experience for beginners. Key features include a node-based story map, interactive tutorials, auto-save functionality, and easy export options for sharing completed stories.

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tiviviet.2015
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0% found this document useful (0 votes)
11 views16 pages

CYOA Editor

The document outlines the UX design for a user-friendly web-based choose-your-own-adventure (CYOA) game editor aimed at non-coding creators, emphasizing clarity and intuitive navigation. It details the interface components, game creation workflow, user assistance features, and accessibility options to ensure a smooth experience for beginners. Key features include a node-based story map, interactive tutorials, auto-save functionality, and easy export options for sharing completed stories.

Uploaded by

tiviviet.2015
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 16

User-Friendly Web-Based CYOA Game Editor UX Design

Designing a web-based choose-your-own-adventure (CYOA) game


editor for non-coding creators means focusing on clarity, visual
organization, and an intuitive workflow. The following outlines a UX design
that emphasizes ease of use:

Interface & Navigation

Example of a node-based story map interface: Each scene in the story is


represented as a draggable node (box) on a canvas, and lines or arrows
show the connections (choices) between scenes. This visual "story map"
makes it easy to see the structure of the narrative at a glance

. 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:

 Dashboard: The landing view of the editor is a dashboard listing


the user’s projects (stories). From here, creators can start a new
story or open an existing one. The dashboard also provides access
to overall Settings (e.g. profile, theme, export options).
 Story Editor Canvas: Once a story is created or opened, the main
area is the story creation canvas. This is where the node-based
graph of the story lives. Scenes (story passages or pages) appear as
cards/nodes on a grid or freeform canvas. Each node displays the
scene title (and maybe an icon or snippet of text) for quick
identification. Users can drag and drop nodes to rearrange them
visually, helping them organize branching paths in a natural,
flowchart-like manner. Connecting nodes is intuitive – for example,
dragging a connector or arrow from a choice on one node to another
scene will link them.

 Text & Choice Editor: Creating and editing content is


straightforward. Double-clicking a node (or tapping it on
mobile) opens an editing panel or popup for that scene

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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.

 Toolbar / Sidebar: A sidebar or floating toolbar provides quick


access to common tools and inserts. For example, a “+ Scene”
button to add a new scene node to the canvas, a “+ Choice” tool
(if not using the in-node interface), and a “Condition” tool to set
conditions on choices or scenes. This toolbar might also include
icons for Undo/Redo, Zoom controls (to navigate large story
maps), and a Help icon. On mobile or smaller screens, this might
collapse into a menu for space.

 Navigation & Breadcrumbs: If a story grows large, users can use


a mini-map or zooming feature to navigate the story graph. A search
bar (Quick Find) might allow jumping to a scene by title.
Breadcrumbs or a tree view could also be provided as an alternate
navigation, listing scenes hierarchically (e.g., under their parent
choices) for those who prefer a structured list view.

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).

Game Creation Workflow

The editor guides creators through a step-by-step workflow to build


their CYOA game. The process is broken down into manageable steps,
ensuring that new users know what to do first and what comes next:

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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– this will be the starting scene where the adventure begins.

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.

3. Add Branching Choices: At the appropriate place in a scene’s text


(usually at the end), the creator adds choices to branch the
narrative. The editor might present a dedicated interface for
choices: for instance, after the scene text, a button “+ Add
Choice” lets the user create a decision point. The user enters the
text for the choice (e.g., “Open the door” or “Run away”) which
represents what the player can choose. Each choice is visually
represented, perhaps as a small labeled arrow coming out of the
scene node or as a list under the scene description.

4. Link Choices to Other Scenes & Conditional Outcomes: Every


choice needs to lead to another scene. The user links a choice to a
target scene by either selecting an existing node as the outcome or
letting the editor create a new scene node for that outcome. This
can be done by drag-and-drop (drag the choice’s connector to
another node) or via a dropdown in the choice’s settings (listing all
scenes by title). If the story has conditional paths (for example, a
choice only appears if a player has a certain item or if a prior
decision was made), the creator can set conditions easily. They
might click on a choice and select “Set Condition” from the sidebar,
then get a simple form: e.g., a dropdown of variables or flags (like
keyObtained = true) or a toggle for making the choice available only
if a certain prior choice was taken. The interface handles the logic
behind the scenes – no coding or scripting needed, just filling out a
few fields to impose conditions. (For users not using conditions, they
can ignore this feature, but it’s there for more advanced branching
logic when needed.)

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.

6. Save, Publish, or Export: The editor will continuously auto-save


the story as it’s built (so creators don’t lose work), but there is also a
manual Save option. Once the story is complete or at a shareable
stage, the creator can publish or export it. Publishing could mean
uploading it to a community library or generating a shareable web
link where others can play the game. Export options might include
downloading the story as an HTML file (since the game is essentially
interactive text, it can be published to standard web format easily

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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.

User Assistance & Onboarding

To cater to beginners, the editor includes robust onboarding and help


features that teach users how to use it in a friendly, interactive way:

 Interactive Tutorial (Guided Walkthrough): On the first launch


or for any new user, the editor can offer a step-by-step interactive
tutorial. This might appear as a guided overlay highlighting interface
elements one at a time. For example: a highlight around the “New
Story” button with an arrow and message “Click here to create your
first story!”. After that, it might highlight the canvas and explain
“This is your story map. Here you can arrange your scenes.” The
tutorial can walk the user through creating a simple short story:
creating a scene, adding a choice, linking to another scene, and
playing the story. The user can follow along and actually perform
each action, with the tutorial providing tips at each step. This hands-
on approach ensures they learn by doing, which is engaging and
memorable.

 Tooltips and Contextual Help: Nearly every button or icon has a


short tooltip that appears on hover (or long-press on mobile) to
explain its function. For instance, hovering over the “Condition” icon
might say, “Add conditions to choices (advanced) – e.g., require an
item or previous choice.” Additionally, the interface can have small
“ℹ” info icons next to more complex fields; clicking these gives a
brief explanation. This inline documentation helps users understand
features at a glance without searching a manual.

 Documentation and Tutorials Section: Besides the interactive


guide, there’s a “Help” or “Tutorials” section accessible from the
dashboard or top menu. Here, users can find a beginner’s guide
(text or video) and FAQs. This includes how-to articles (e.g., “How to
add choices,” “How to use conditions for advanced branching”).
New users are encouraged to read a short introduction that covers
the basics of CYOA design and how the tool simplifies it.

 Sample Templates & Frameworks: For quick learning and


inspiration, the editor provides a few pre-built story templates.
On the New Story screen, a user could choose to start “from
scratch” or use a template. Templates might include a very simple
two-choice story, a quiz-style branching story, or a short interactive
fiction sample. These come with pre-made nodes and example text.
A user can open a template and examine how it’s constructed, then
modify it to make it their own. This way, they learn by example. It’s
perfect for beginners who feel overwhelmed by a completely blank
canvas – they can start by tweaking an existing story.

 Non-linear Onboarding: Beyond the initial tutorial, the editor


supports learning over time. For instance, the first time the user
tries to add a condition or do something advanced, the interface
might pop up a tip: “Did you know you can set conditions on
choices? Here’s how…” This just-in-time education ensures that as
users explore new features, they get guidance right when they need
it.

 Community and Support Links: The interface can also point


users to community forums or support if they have questions or
want to share ideas (similar to how Twine provides links to its
community

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). Knowing there’s a community and further resources can reassure


beginners that help is available.

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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thanks to clear onboarding.

Accessibility & Ease-of-Use Features

Beyond the core workflow, several additional features ensure the editor is
forgiving, flexible, and accessible to a wide range of users:

 Undo/Redo: The editor supports multiple levels of undo and redo


for all actions. If a user accidentally deletes a node or changes some
text, they can easily step back (for example, via standard Ctrl+Z /
Ctrl+Y or a toolbar button). This encourages experimentation, since
creators know they can easily revert mistakes.

 Auto-Save & Cloud Storage: As the user writes their story,


changes are periodically auto-saved to prevent data loss (e.g.,
“Draft saved” message might appear). If the user is logged in,
stories can be saved to the cloud so they can switch devices and
continue editing. For offline use or users who prefer, there might
also be an option to download the story file. The “Where are my
stories saved?” info (similar to Twine’s documentation) could be
clarified

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so users know their work is safe.

 Responsive Design (Mobile-Friendly): The editor itself is


designed primarily for desktop/tablet use (due to the complexity of
drag-and-drop), but the game output and preview are mobile-
friendly. Creators can test play their story on their phone and the
text and choices will be perfectly readable and clickable. The node
editor UI might allow basic interactions on tablet or touchscreen as
well (e.g., tapping to open a node, panning the canvas with touch
gestures, etc.), so that creators aren’t strictly limited to a PC. This
flexibility means you could jot down story ideas or do minor edits on
a tablet on the go, then do heavier editing on a desktop.

 Keyboard Shortcuts: For power users or to speed up usage,


common actions have shortcuts (e.g., Del to delete a node, Ctrl+S
to save, etc.), but these are hidden to beginners (perhaps
mentioned in a “Advanced Tips” help section). Beginners can stick to
clicking buttons, while more experienced users appreciate the faster
workflow.

 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.

 Collaboration and Versioning (if applicable): Though not


required, an ease-of-use enhancement could be allowing sharing the
project with co-writers or saving versions. However, for the scope
here, it’s enough that a single user can create and share without
hassle.

 Export & Sharing Options: Finished stories can be exported in


formats that ensure they’re playable widely. The simplest is HTML
export (as done by Twine, which lets you post your story almost
anywhere

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). The UI would have an Export/Publish dialog where the creator chooses


how to share: e.g., “Export to HTML,” “Get shareable link,” or “Publish on
Platform.” For example, the editor might integrate with itch.io or a similar
platform, so with one click the game can be published for others. If a
creator exports to HTML, they get a single file they can host on their own
site or send to friends, and anyone can open it in a browser to play. The
key is that the user doesn’t need to do any coding or complex setup to
share their interactive story with the world.

In summary, the UX is designed so that anyone can jump in and create


an interactive narrative. The interface is visual and intuitive (scenes
and links you can see and manipulate directly), the workflow breaks down
story creation into clear steps, and extensive onboarding/help is available.
Non-coders are not just accommodated but empowered – they can focus
on their story and choices, while the tool handles the technical aspects. As
one interactive fiction tool’s philosophy puts it, “You don’t need to write
any code to create a simple story...”

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, and our editor embodies that principle fully.

Beginner’s Tutorial: Creating Your First CYOA Game

Welcome to the Choose-Your-Own-Adventure Game Editor! This tutorial


will guide you through the process of creating a simple interactive story
from start to finish. We’ll cover everything from starting a new project to
publishing your game. By the end, you’ll have a small CYOA game that
you can play and share – all without writing a single line of code.

Introduction to the Tool

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!

Step 1: Create a New Story

1. Start a new project: On the editor’s dashboard (the first screen


you see), find the “New Story” button. It might be a big plus sign
(+ Story) or a menu option. Click New Story.
2. Enter story details: A dialog will prompt you to enter a Title for
your story (and optionally a brief description). For example, you
might title it “The Haunted House”. Don’t worry, you can change the
title later in settings if needed. After typing the title (and description
if desired), click Create or Add.

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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. This node represents the opening of your adventure. Congratulations,


you’ve set up a new story! You’re now in the main editor where you’ll do
the rest of your work.

(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.)

Step 2: Add a Story Scene and Write the Opening

1. Select the starting scene: On the canvas, click on the starting


node (the one that was automatically created). It might have a
generic label like “Untitled” – we’ll fix that. When you select it, it
might highlight, and a panel or popup will appear for editing the
scene’s content. If nothing happens on single-click, try double-
clicking the node – that usually opens the text editor for that scene

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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.

4. (Optional) Format the text: The editor may allow basic


formatting like bold, italic, or adding images. If you see formatting
buttons (like B, I, etc.) you can use them, but this is optional. In a
CYOA, text is the main medium, so focus on clear descriptions.

5. Save the scene content: The editor might save automatically as


you type (often indicated by a small “saved” checkmark or so). If
there’s a Save or Done button in the scene editor panel, click it to
close the editor and return to the node view. Now your starting
scene node on the canvas might display its updated title or an icon
indicating it has content.

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.

Step 3: Create a Choice (Branching the Story)

Now we’ll add a decision for the player. In a choose-your-own-adventure,


after reading a scene, the player is typically presented with a set of
choices. Let’s add a choice to our opening scene.

1. Find the add-choice interface: With the starting node still


selected (or by opening its edit panel again), look for an option to
add a choice. This might be a button labeled “Add Choice” or a
small "+" icon under your scene text editor. In some editors, when
you finish typing your scene text, there’s a prompt like “What do
you want the player to do next? Add a choice.” Click the + Add
Choice button.

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:

o Choice 1: “Enter the house.” (Player chooses to go inside.)

o Choice 2: “Walk away into the night.” (Player chooses not to


enter.) Start with the first choice. Type “Enter the house.”
as the choice text.
3. Link the choice to a outcome scene: After typing the choice
text, you need to link it to the next scene that will happen if the
player selects that choice. Because this is our first branch, we
haven’t created the next scenes yet. The editor gives you two main
ways to link:

o Create a new scene for this choice: Usually, if you simply


add a choice without specifying an existing target, the editor
will auto-create a new scene node connected to this choice

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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.

o OR, choose an existing scene: If you had already created


the next scene (not in our case yet), you could select it from a
dropdown or by dragging a connector. In our blank slate, we’ll
be creating new scenes as we go.
After adding the “Enter the house.” choice, go ahead and add
the second choice “Walk away into the night.” in the same
way. The editor will then also create a new scene node for that
outcome (e.g., another node appears, maybe named “Walk
away…” or “Scene 3”). Now you should see on your canvas
the start node with two arrows leading out to two new nodes.
We have successfully created a branch in the story!

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:

Scene for “Enter the house.”

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.

3. Close/save the “Enter the house” scene when done.

Scene for “Walk away into the night.”

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).

3. Save/close the “Walk away” scene.


Now your story map has at least three scenes: the start, one for entering
the house (with further branches starting to form from it), and one for
walking away (an ending). Continue this process to expand your story:

 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.

Optional – Using Conditions for Dynamic Paths: If your story has


parts that should only happen under certain conditions, now is a good
time to implement that:

 Perhaps if the player found a key in one scene, a choice later on


(like opening a locked door) should only be available if they have
the key. How to do this in our editor? You would set a variable or
flag when the key is found (maybe the editor has a simple way to
“Add Variable” in a scene, e.g., set hasKey = true). Then on the
choice for the locked door, you’d attach a condition that it only
shows if hasKey == true. The editor’s sidebar likely has a
Conditions tool. You would select the choice, click Condition, and
fill in the rule (perhaps through a dropdown of variables or a simple
expression builder).

 For beginners, you can skip conditions entirely – they are an


advanced feature. Your first story can be straightforward branching
without any hidden logic. But it’s nice to know the tool can handle it
when you need it. If you’re curious, check the documentation or
help for “variables/conditions” to see exactly how this editor
implements them (each tool might do it slightly differently, but
always without requiring code — usually just form inputs).

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).

1. Enter Preview Mode: Look for a “Play” or “Preview” button in

play triangle ▶ or an eye icon for preview). In many editors, this is


the editor interface. It might be labeled or could be an icon (often a

located on the top bar or bottom corner. Click Preview/Play mode.

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.

5. Mobile test: If you have a smartphone or tablet handy, try opening


the preview on it as well. Because the game is web-based, you
might be able to scan a QR code or just access the preview URL on
your phone. Check that the text is readable on a small screen and
that buttons aren’t cut off. Our editor is designed to produce mobile-
friendly output, so it should look good by default (text likely will
reflow in a single column and choices will be tappable buttons). This
step is optional but recommended if you plan to share the game
with mobile players.

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.

Step 6: Save and Publish Your Game

Once you’re satisfied with your choose-your-own-adventure story, it’s time


to save your work and share it with others!

 Saving: If your editor auto-saves, you may not need to do anything


– but it never hurts to hit a “Save” button if there is one, just to be
sure the latest changes are stored. You might see a status like “All
changes saved” which is reassuring. Some editors also allow saving
a version or snapshot; you could save a final version named “Final
Story v1” for your reference.

 Publishing/Sharing: Now, find the Publish or Export option. This


might be on the dashboard (e.g., next to your story title, “Publish”
icon) or within the story editor interface (maybe an “Export” menu).
Here are common ways to share:

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).

o Export to HTML: If you prefer to host it yourself or just keep


a copy, choose the HTML export. The editor will package your
entire story as a single HTML file (with embedded scripts to
handle the interactivity). Download this file (e.g., The Haunted
House.html). You can open this file in any web browser to play
it – it’s essentially your game. You can also upload this file to
your own website or a game hosting site like itch.io later.
HTML is great because it’s widely supported and doesn’t
require the player to install anything.

o Other Formats: Some editors offer other exports, like JSON


data (useful if you want to import into another tool), or even
formats for specific game engines. In most cases, HTML or a
web link is enough.

 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.

Finally, take a moment to celebrate – you’ve created a complete choose-


your-own-adventure game! 🎉 Go ahead and try it out on your friends or
family. See which endings they get and how their choices might differ.
With the user-friendly editor, you were able to focus on your story and let
the tool handle the complexity of branching logic.

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.

Troubleshooting Tips: If at any point you get stuck or something isn’t


working:

 Revisit the tutorial or help menu in the editor – there might be a


guide specific to the feature you’re trying to use.

 Make sure all your scenes (nodes) are connected by choices; an


unlinked scene won’t appear in the story flow.

 Use the editor’s debug/validate function if it has one (some tools


will list “orphan” nodes or show if any choice doesn’t have a target).

 Don’t hesitate to consult the community forums or knowledge base


if you need specific help – common questions from beginners are
usually answered there.

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