CYO (Choose Your Own) is an extremely simple, but powerful, storytelling engine built with Angular.js.
CYO uses Angular directives to create rich storytelling experiences with an easy-to-remember syntax.
CYO 2.0 is Out!
- No more file loading --> CYO is now all written right in to your HTML. Way faster this way! No file directory structure required.
- No dependencies! --> CYO only requires Angular to work
- Added the restart directive --> Easily restart stories
You can use these tools freely in your project to create your own interactive story adventure.
The story tag initializes your story by pointing to your first chapter.
You initialize your CYO with a simple
<story> And a splendid story it will be. </story>
This element has to contain all the other elements. You can have multiple stories on a single page.
Pages are hidden automatically and appear when choices are pressed.
<page> <p> You see a grizzled old man tending a hearth. <i>Something doesn't feel right here.</i> </p> </page>
Choices make up the bread and butter of the interactive storytelling process. Clicking a choice will reveal the corresponding page.
<page> <p>You see a fork in the path. </p> <p>*Hmm... should I go left or right?*</p> <choice go-left>Guess I'll go left.</choice> <choice go-right>Right, definitely right.</choice> </page>
Events allow you to remember something special happening, for use later in your story.
<p>You find a flashlight.</p> <event found-flashlight></event>
event tags are powerful tools that are automatically remembered for the whole story. They can change what the user sees and what choices they have when used in conjunction with the equally simple
Condition tags will show or hide content conditionally, perfect for use in combination with the
condition tags will show or hide the content inside them based on
event tags that the storygoer has previously encountered in their adventure.
<p>Suddenly, you hear a terrifying noise.</p> <condition found-flashlight> <p>Don't be afraid, for the night is dark and full of terrors.</p> <choice use-flashlight>Turn on your flashlight</choice> </condition> <choice run-away>Run for it!</choice>
In this example, if the storygoer had previously found the flashlight, they would see another paragraph and have the option to use their flashlight, going to the
You can reverse a condition to its negative by adding the word
<p> The tall gate is locked and made of heavy iron bars. </p> <choice go-home>These guys are closed.</choice> <condition not pocket-knife-broke> <p> "Don't worry... we can use my trusty pocket knife!" <p></p> "Don't you mean your *rusty* pocket knife?" </p> <choice break-lock>Looks like they're not closed after all.</choice> </condition>
The markup of your typical page looks like this.
<page> <p> The floor creaks as you step into the house's massive foyer. Grimy paintings of gaunt and ghastly figures line the walls, and go all the way up to the ceiling. There is table in the middle of the room. </p> <p> "Looks like Sal already got this room pretty good," says Brad nervously. </p> <p> "Looks like it." </p> <!-- The following paragraph will only appear if you got the necklace in chapter one --> <condition get-necklace> <p> The figures in the wall all seem old and tired. Rarely are they smiling. Many of the men have long mustaches. You notice someone familiar in one of the paintings. </p> <p> <i>That's impossible.</i> Suddenly, you reach for the necklace in your pocket and pop it open. Sure enough. The woman is clearer in the picture. She is has blonde hair and a striking face. She is not smiling in the picture on the wall either. Below the picture you see the words <i>Eliza Bedford.</i> </p> <!-- Your character learns Eliza's name and this comes in handy later. This event never triggers if the condition it's inside isn't fulfilled. --> <event learned-elizas-name></event> <p> "What are you looking at?" asks Brad. </p> <p> "Nothing." </p> </condition> <p> The room has a dreary air of sadness about it. The wallpaper, purpled with time, peels from the walls. Engraved candlesticks stand guard in neatly ordered rows all around upper wall of the massive room. <i>Those look valuable. A wonder someone hasn't taken them yet.</i> </p> <p> "Well, boys," says crazy Jake, rubbing his hands together. "Let's not get too comfortable." </p> <p> "I'm going to look upstairs," says Brad. "Get a handful of jewels and get out of here." </p> <p> You get a weird feeling in your stomach. You can't figure out what it is. </p> <!-- This page ends with two choices thereby allowing the story to go on as a new page is loaded. --> <choice go-with-brad>Go with Brad</choice> <choice go-with-jake>Go with Jake</choice> </page>
Once you click a choice, all the other choices on the page disappear.
Making Your Own
Please use this tool to make your own adventures and share them. If you have any questions, or need a new feature to complete your latest epic, post it up here. Better yet, add the feature yourself and make a pull request.
Made a Game with CYO?
I'd be happy to link to it on the project page! Get in touch with me @danielsternband or firstname.lastname@example.org
CYO was created by Daniel Stern