Hello, This is going to be my third dev blog documenting my progress on Unit 4, Text Based Storytelling.
Throughout this week there hasn’t been a lot of time to work on this project due to personal reasons as well as complications with file transferral meaning that I couldn’t work on it at some points as I didn’t have access to the files, but from the little I managed to get done, I am still very proud of the work.

I managed to start and finish both the fighter and the civilian starts. Including a whole turn-based battle system in the civilian path to test my own abilities of understanding Harlowe mechanics.
I have also created narrative overlap between the fighter and the civilian similar to the wizard and the rogue along with a chance in one of the scenes for the fighter and the civilian to meet when the fighter prevents the civilian from getting in a fight.

In this block, there is a chance for the civilian to succeed in how strong they are (similar to DnD) or if they fail then there is a separate chance the fighter appears and scares off the thief.

This is the start of the combat and a start of turn. The very top of the passage checks if the player is dead and automatically redirects them to a death screen, however if not dead the fight continues and gives the player the options to “hit” or “block” which will deal damage to the thief or reduce the damage by a certain amount on the thief’s attack.
The bottom checks for the thief’s health and lets the player continue the story once the thief has been dealt with.

This is the attacking node, a random number between 1 and 20 is generated and the code checks for thresholds between values that then control the outcome of your turn.
On a 1, you hurt yourself, on a 20, your average damage is doubled due to the nature of the rare rolls.
Note the flavour text associated with the different rolls, describing how the fight is happening.

This is just the blocking text, all it does is sets a variable to true so that it can be called upon by the thief’s turn.

This is the thief’s turn. It is very similarly built to the player’s attacking turn except it has different flavour texts and additional if statements checking for the player blocking the attacks.
The making of this fight was also very challenging for me as it was supposed to be a challenge for myself with figuring out Harlowe mechanics and how the language works. This is also when I learnt of if-else: statements which made the fight so much easier to understand and I can imagine that I will be using these a lot more later in the future for other variables.
That is going to it for this blog, This is my updated timeline for this project:
WC 22/12/25 – Christmas week + beginning act 2
WC 29/12/25 – mass progress on act 2
WC 5/1/26 – finishing act 2 + endings + polishing, final touches, bug testing and finishing.

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