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Improvement

A clearer variables list, with starting values

Variables are how your dialogue remembers what happened: whether the door is locked, whether the player has the key. We rebuilt the variables window so you can read them at a glance, and every variable can now start as true as well as false.

What's new

  • A list you can read. Open the variables window with the pencil next to Variables in the explorer. Each variable is a card with its name, what it starts as, and its whole comment, so you can see what door_is_locked means without opening it.
  • Edit one at a time. Click a variable to edit it in place, then Save or Cancel. Delete is there too. Click New variable at the top to add one.
  • Starts as true or false. Choose the value a variable has when a playthrough begins. Until now every variable started as false, so a flag like door_is_locked had to be flipped somewhere before the story could use it.
  • Write a real comment. The comment field now has room for a few lines. Use it to say what the variable means and where the story changes it.
  • Comments on hover. Hover an option's condition, or a variable in the player's Variables column, to see its name, what it starts as, and its comment. When you pick a variable in the node inspector, hovering it shows its comment too.

Where the starting value is used

  • The player starts each test run from your starting values.
  • Exports include each variable's starting value, so your game can begin from the same state.
  • When you add a condition to an option, it starts on the variable's starting value. When a node sets a variable, it starts on the opposite value, since that is usually the change you want.

Try it

Open any game in LoreHub, click the pencil next to Variables, and give your most important flag a comment. If something feels off, tell us on Discord or Reddit.