Template game = own mod + reusable town_pack
The novel template becomes the intended layering: collection novel_template lists my_novel_game (its own scenes, scenarios, text), town_pack (reusable backgrounds and the bar ambience) and the engine. The town entrance and the home vestibule move from cthangover_game into town_pack instead of being copied; cthangover_game depends on it. Docs explain how to start a game from these three layers.
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@@ -158,11 +158,11 @@ namespace Mods.MenuFlowTest
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browser.Visible = false;
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var composition = GameCatalog.Composition(GameId);
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Check("composition computed without loading the game", composition?.Any(m => m.Id == "novel_template") == true);
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Check("composition computed without loading the game", composition?.Any(m => m.Id == "my_novel_game") == true);
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var diff = SaveCompositionDiff.Compute(
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new[] { new SaveGameMod { Id = "cthangover_game", Version = "2.0.0" }, new SaveGameMod { Id = "ghost_mechanic", Version = "1.0.0" } },
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composition);
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Check("comparison reports removed and added mechanics", diff.Removed.Contains("ghost_mechanic") && diff.Added.Contains("novel_template"));
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Check("comparison reports removed and added mechanics", diff.Removed.Contains("ghost_mechanic") && diff.Added.Contains("my_novel_game"));
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LastSessionStore.Record(GameId, Slot);
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Check("Continue sees the last session", LastSessionStore.Load()?.GameId == GameId);
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