If you want it to be expressive enough, though, that data file basically becomes code in its own right. In theory, one could specify these things in a data file as opposed to code. A compact/modular way to implement mission stages and conditions for transitions between them, something like that. This is the part I'm thinking about streamlining, but still in an "involves code" way. When things *happen* in response to those choices - that is, you get/lose credits or cargo, an officer joins or leaves, etc - then that's going to involve code, or possibly some more involved scripting in rules.csv. ![]() So, I guess, it depends on how you'd define "easy"? Setting up a bunch of choices, text, etc is already quite doable w/ the rules stuff what I think that needs is a template to make it more accessible. The Cameo 4 is a desktop cutting machine that lets you make precision cuts in vinyl, cardstock, fabric, and more. ![]() That might just be a property of "having branching in a story", though, since that gets exponential suuuper fast. Silhouette Cameo is the perfect first vinyl cutting machine for beginners or as an addition to any experienced Silhouette crafter’s craft room. ![]() It actually wasn't too bad, but if there was any significant branching, it'd be a lot more complicated. Definitely thinking about how to streamline it a bit, based on the experience of putting together the campaign tutorial.
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