<<fadein 2s>><span class="logo">
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Twine_vector_logo.svg/896px-Twine_vector_logo.svg.png">
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'start-menu'>><</cont>><<fadein 1s>>
<div id="start-title">The Haunting Shadows</div>
<div id="start-subtitle">by Emma and Fizz</div>
<<nobr>><div id="start-menu">
<<nobr>><<if Save.autosave.ok() and Save.autosave.has()>><<button "Resume Game">><<run Save.autosave.load()>><</button>><</if>><</nobr>>
<<button "New Game" "Prologue">><<set $chapter to "Prologue">><</button>>
<<button "Load Game">><<run UI.saves();>><</button>>
<<button "Settings">><<run UI.settings();>><</button>>
<<button "Credits">>
<<script>>
Dialog.setup("credits","credits");
Dialog.wiki(Story.get("credits").processText());
Dialog.open();
<</script>>
<</button>>
</div><</nobr>>
<</fadein>><h2>Twine + Sugarcube</h2>
<li>Twine by Chris Klimas - <a href="https://twinery.org/cookbook/" target="_blank">Twine Cookbook</a></li>
<li>Sugarcube by Thomas Michael Edwards - <a href="https://www.motoslave.net/sugarcube/2/docs/" target="_blank">Sugarcube 2 Documentation</a></li>
<li>Custom Macros - <a href="https://github.com/ChapelR/custom-macros-for-sugarcube-2" target="_blank">ChapelR Custom Macros Collection</a></li>
<h2>Resources</h2>
<li>Icons - <a href="https://fontawesome.com/" target="_blank"> Font Awesome Icons</a></li>
<li>Fonts - <a href="https://fonts.google.com/" target="_blank">Google Fonts</a>, <a href="https://opendyslexic.org/" target="_blank">Open Dyslexic</a></li>
<li>CSS + HTML Tutorials - <a href="https://www.w3schools.com/">W3Schools</a></li>
<h2>Disclaimer</h2>
Prologue is a work of fiction. Names, characters, places and incidents either are products of the author's imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental.The sound of footsteps is the only thing that can be heard in the home on the riverfront so late at night. The man runs, knowing that if he slows for even a moment, he’s damned. The fear that had once paralyzed him now has him in such a flurry, he doesn’t even notice the number of shadows now chasing him down the bayou.
He’s being hunted.
He doesn’t realize there is truly no point in running. He was dead the moment he entered the home. Racing through the galleries, the moonlight that filters through the high French windows provides him just enough light to see a small interior door. With no other choice, he swings it open and slams it behind him, taking a moment to calm himself in his newfound safety. As he steps forward his foot slips and the man suddenly finds himself in a puddle of something //wet//.
<<nobr>><div class="choices">
<div class="choice-item">[[Laying dazed on the ground, he hears the door open behind him.|pro2]]</div>
</div><</nobr>><h1>Heading 1</h1>
<h2>Heading 2</h2>
<h3>Heading 3</h3>
<<button "Button">><</button>>
<<textbox "$textbox" $textbox>>
<<listbox "$listbox">>
<<option "Listbox 1">>
<<option "Listbox 2">>
<<option "Listbox 3">>
<</listbox>>
<<cycle "$cycle">>
<<option "Cycling 1">>
<<option "Cycling 2">>
<<option "Cycling 3">>
<</cycle>>
<li>List Item</li>
<li>List Item</li>
<li>List Item</li>
<<nobr>><div class="choices">
<div class="choice-item">[[Continue|Prologue]]</div>
<div class="flirt-choice-item">[[Continue|Prologue]]</div>
<div class="special-choice-item">[[Continue|Prologue]]</div>
</div><</nobr>><<if settings.notifs>><<if tags().includes('autosave')>><<notify 3.5s>>Saving...<</notify>><</if>><</if>>
/* autosaving --
the autosave notif needs to be 'present' at all times so is stored in the passageheader, only popping up when you add the [autosave] tag onto one of your passages.
this is mainly for aesthetics as the autosave function is currently set up to save on EVERY passage. this can be changed in the javascript settings, e.g. you could configure it to only autosave on passages with the [autosave] tag
notify is also a ChapelR macro, not a default sugarcube macro, so make sure to familiarise yourself with the documentation!*/
<script>
var myDiv = document.getElementById('passages');
myDiv.scrollTop = 0;
</script>
/* scroll top --
this script makes the page scroll back to the top every time you move on to the next passage -- do not delete it!
*/<h1>Profile</h1>
Work In Progress:3
<div id="stat-title">
<span>Friendly ($friendly%)</span>
<span>Stoic (<<print 100 - $friendly>>%)</span>
</div>
<<showmeter 'Friendly' `$friendly/ $max_friendly`>>
<div id="stat-title">
<span>Strength ($strength%)</span>
<span>Weakness (<<print 100 - $strength>>%)</span>
</div>
<<showmeter 'Strength' `$strength/ $max_strength`>><div id="container">
<div id="header"></div>
<div id="console">
<div id="title-bar" data-passage="title-bar"></div>
<div id="nav" class="fa-icons" data-passage="nav"></div>
<div id="passages"></div>
</div>
<div id="footer"></div></div>
</div>/* comment --
this is where to set up your variables -- you can delete the examples below.
note that $chapter is used to change the chapter title in the title bar. you can either delete this, change the variable name, or change the variable(s) used entirely
note that $chapter and $name are also used for the autoname save function. you can either delete this, change the variable name, or change the variable(s) used entirely (in the Javascript file)
*/
<<set $chapter = "">>
<<set $name = "Unknown">>
<<set $textbox = "textbox">>
<<set $listbox = "listbox">>
<<set $cycle = "cycle">>
/* ChapelR Meter Macro set up */
/* these stat meter set ups are purely examples and do not need to be used */
<<set $friendly = 50>>
<<set $max_friendly = 100>>
<<newmeter 'Friendly' $friendly>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $strength = 50>>
<<set $max_strength = 100>>
<<newmeter 'Strength' $strength>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>><div id="title-container">
<span class="title-item">The Haunting Shadows</span>
<span class="chapter-item">$chapter</span>
</div><<link '<i class="fa-solid fa-bookmark" alt="saves"></i>'>><<run UI.saves();>><</link>>
<<link '<i class="fa-solid fa-gear" alt="settings"></i>'>><<run UI.settings();>><</link>>
<<link '<i class="fa-solid fa-user" alt="profile"></i>'>>
<<script>>
Dialog.setup("profile","profile");
Dialog.wiki(Story.get("profile").processText());
Dialog.open();
<</script>>
<</link>>
<<link '<i class="fa-solid fa-arrow-rotate-left" alt="return"></i>'>><<run Engine.backward();>><</link>>
<<link '<i class="fa-solid fa-door-open" alt="restart"></i>'>><<run UI.restart();>><</link>>Set up your widgets here!<<nobr>><div class="choices">
<div class="choice-item">[[Continue|p_01]]</div>
<div class="flirt-choice-item">[[Continue|p_01]]</div>
<div class="special-choice-item">[[Continue|p_01]]</div>
</div><</nobr>>The moonlight shines through just enough for him to see the puddle of crimson he's found himself in. Whoever opened the door doesn't close it, and the man contemplates making a run for it, but before he can stand, something sharp //''pierces''// through his leg. The painful burst of stars that erupts behind his eyes effectively halts any plan of escape he might have once had. A terror-stricken scream spills from his lips, but the figure that gored him does nothing to silence him. Instead, they stand motionless, doing nothing more than staring at his supine form.
Suddenly, the room is awash with the dim light of a candle, and the man can finally see who his pursuers are. Seven figures loom above him, cutting off any hope for escape.
They do nothing; say //nothing//.
“Please, I don’t know what you want but I swear I can get it for you. Just let me go,” the man says, shuddering intensely at the sensation of tears wetting his beard. As though any sudden action might trigger his hunters to pounce, his terror prevents his moving to dry them.
His pursuers still say nothing; they do //nothing//. Despite his pleas going unanswered, his begging only gets more desperate when a new figure walks through the door. They’re massive, hulking, taking up most of the doorway, yet they’re just as silent as the rest.
The other hunters move to make way as the door slams behind them, the man's only hope for escape truly and utterly shattered. His eyes slide shut, hands clasped in prayer that he might awaken soon from what could only be a hellish nightmare. The large figure circles him, gaze predator-like.
The leather of the hunter's glove touches the man's cheek and for a moment he thinks about opening his eyes. Then, in the next, sickening moment, he feels the knife press against the tender flesh of his throat. Tears stream down his face faster than they have the entire night.
This is it.
This is the end for him, a night of nightmares and no answers as to why it began in the first place.
<<nobr>><div class="choices">
<div class="choice-item">[[He can hear one of the hunters shift and the man tenses in preperation for what's to come.|pro3]]</div>
</div><</nobr>>Without a word, the largest pursuant draws the knife across the column of the man's throat. The room’s silence splinters now with the noise of his choking, wheezing, spluttering. As he fights to draw breath into his straining lungs, he can feel someone cradling him, //whispering// to him. He can’t quite make out the words, but they comfort him.
He forgets where he is.
He forgets the terror.
He forgets the nightmare he’s been forced to endure.
He forgets, and finally, he lets go.
<<nobr>><div class="choices">
<div class="choice-item">[[Chapter One|chap1]]</div>
</div><</nobr>>Thats all for now! The demo will be updated with chapter one at the end of the month. If you have any questions or thoughts feel free to ask on our tumblr!