wyOOtdocs

Reference

Glossary

Every term in one place.

Every term used in these docs, in alphabetical order.

TermMeaning
AchievementA small reward, awarded when a reader reaches a scene or ending, optionally only if they made certain choices or the story remembers certain things. See Achievements.
Advanced expressionA calculation typed as a formula, like strength * 10 + 2, instead of built from the simple row. See Math and comparing values.
Arrival effectA change to a remembered value that runs whenever a reader reaches a scene or fork, however they got there. The section is headed "When readers arrive here…".
Bridge sceneA short scene added so two routes can join without the shared scene assuming how the reader arrived. See Scenes readers reach from several routes.
CheckA test on a remembered value or on the story's history, used on a choice, a fork rule, a paragraph block or an achievement. Also called a condition. See Hiding choices and forking.
ChoiceWhat the reader clicks at the end of a scene. Has words and a destination. See Choices.
CoverThe portrait image shown on the shelf, cropped to 512 by 800 pixels. See Story details and cover.
DraftYour working copy. It saves automatically, and readers never see it until it is published.
EffectA change to a remembered value, attached to a choice or an arrival. See A notebook the story keeps.
EndingA node with no choices, where a path finishes. Has a type and a key. See Endings.
Ending keyThe short internal label of an ending. Permanent once the story is published.
Ending typeGood, bad, neutral or secret. Sets the color a reader sees and their expectation.
ForkAn invisible step that checks the story's memory and sends the reader on. Never shown.
Graph viewThe editor's map of your story, opened from the Write and Graph switch. See The story graph.
History checkA check on where the reader has been or what they chose. See Story history.
HubA scene the reader returns to repeatedly, with routes leading out and back.
ListA remembered value holding a growing collection of items. See Lists and inventory.
LoopA choice that leads back to an earlier scene, or to its own.
NodeAny scene, ending or fork.
OtherwiseThe destination a fork uses when none of its rules is true. Required.
PathOne route through the story from the start to an ending.
PlaceholderThe grey hint shown inside an empty text field.
PreviewPlaying your own draft as a reader would, without saving anything.
Remembered valueA named piece of information the story keeps: yes/no, a number, text or a list. Also called a variable.
RequirementAn extra condition on an achievement.
RerollIn Preview, starting over with a new random seed.
SceneSome prose followed by choices. The unit you write. See Scenes.
Scene breakA toolbar control that adds an extra gap between paragraphs inside a scene.
Secret endingAn ending reachable only through an unusual set of choices, shown as locked until found.
SeedThe number that fixes a playthrough's random results, so they repeat when the reader resumes.
Share linkA private link that lets anyone read your current draft without an account. See Preview, share and submit.
Shown-only-if paragraphA block of text a reader sees only when its checks are true. See Showing values in the text.
SlugThe last part of a story's web address. You suggest one when you submit, and an editor decides the final one.
Start sceneThe scene every reader begins with.
Story historyWhat the story already knows about the reader's path: scenes visited, choices made, choices so far.
SubmitSending a draft to an editor for review.
Text fieldA box in a scene the reader types an answer into. See Asking the reader for text.
ValidationThe editor's automatic check of your story's structure. See Debugging your logic.
VariableThe developer word for a remembered value.