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(devlog) It's time we made the first big change


For those who maybe weren't aware or simply didn't notice, Atlas is built using Twine. I actually really love using it; having a visual GUI for structuring my game's text files is wonderful, and I organize them in ways to track the flow of the story. But there's a few caveats that come with it; first, everything is done through the GUI. If I want to, say, single out a single passage, it has to be done via a special passage identifier.  Second, the Twine application has a problem handling a lot of passages, which Atlas is going to have; there's already over a hundred, and we're not even 3% of the way done. Lastly, any sort of collaborating is out of the question; I'm unable to share or pull with anyone who may wish to help in the future. As such, it's finally time for me to do what I've always meant to: use Tweego to compile the game.

Switching to Tweego is a fairly painless process, but with as many passages as I have to go through and check for errors (mainly passage header syntax issues), it's going to take me a while. Once I'm done, however, I'll be pushing a public repo on GitHub. This will contain the stable version of Atlas (not the dev version, which will be private). For now I won't be accepting any pull requests and I'll ask you to not fork it as there's a LOT of core changes coming that could break whatever work you put into it. I'll make another post whenever I feel the game's at a point that could reasonably accommodate any outside changes/additions.

In other news, I've been mulling over the map system, trying to decide if it's really worth the extra effort it takes to use. It causes a LOT of extra problems for me, but I do like the concept of it. Since I'm stuck on the fence about it however, I've decided to make a poll to get some outside input. Feel free to vote if you'd like: https://forms.gle/rZcTRu7ZZUKvE7dV6

- A

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