Choices are not always available. This is handled via the <Condition> tag inside a <Choice>.

The XML choice system is functional but brittle. Works for linear story branching, but lacks advanced logic (randomization, complex math). Suitable for small-to-medium adult VNs but not for dynamic, systemic games.


The phrase "life selector xml" is more than a technical curiosity. It is a philosophy of design: that life, with all its chaos and choice, can be elegantly modeled as a nested hierarchy of tags.

Whether you are building a video game, a personality quiz, or a philosophical art piece, the XML format offers transparency, logic, and extensibility.

Your task today: Open a text editor. Type <life_selector version="1.0">. Write a single decision node. Run it through a parser. You have just written the first line of code for a thousand potential lives.

The matrix awaits. Choose wisely.


The <DynamicText> feature allows a single scene to play differently based on stats.

The concept of a life selector XML bridges the gap between static data and interactive storytelling. By designing a clear schema with stats, stages, conditional options, and random outcomes, you empower players to author their own digital destinies.

To start your own Life Selector XML today:

The result will be a portable, hackable, and human-readable simulation of life’s most interesting choices—all stored in a simple .xml file.


Further Resources:

Have you built a Life Selector XML? Share your schema in the comments below.

I don't see a specific Life Selector XML provided. However, I can guide you through a general approach on how to generate a report from an XML file.

Let’s build a condensed Life Selector XML for a "Three Paths" game where the user chooses from Soldier, Scholar, or Rogue.

<?xml version="1.0" encoding="UTF-8"?>
<lifeSelector name="ThreePath Destiny">
    <playerState>
        <variable name="strength" value="5"/>
        <variable name="intellect" value="5"/>
        <variable name="dexterity" value="5"/>
        <variable name="reputation" value="0"/>
        <inventory>
            <item>Wooden Stick</item>
        </inventory>
    </playerState>
<chapter id="teenageYears">
    <scene id="crossroads">
        <description>At 15, you must choose a mentor.</description>
        <choiceList>
            <choice action="loadChapter_soldier">
                <text>Join the garrison. (+3 strength, +2 reputation)</text>
                <prerequisite>strength >= 4</prerequisite>
            </choice>
            <choice action="loadChapter_scholar">
                <text>Study at the library. (+4 intellect, +1 reputation)</text>
                <prerequisite>intellect >= 4</prerequisite>
            </choice>
            <choice action="loadChapter_rogue">
                <text>Explore the sewers. (+3 dexterity, -1 reputation)</text>
                <!-- No prerequisite, high risk -->
            </choice>
        </choiceList>
    </scene>
</chapter>
<chapter id="soldier">
    <scene id="battle">
        <description>War comes. Do you charge or wait?</description>
        <choiceList>
            <choice action="victoryEnding">
                <text>Charge heroically. (Requires strength > 8)</text>
                <effect>
                    <modify var="reputation" by="+50"/>
                    <addInventory>Sword of Valor</addInventory>
                </effect>
            </choice>
            <choice action="deathEnding">
                <text>Retreat and live as a deserter.</text>
                <effect>
                    <modify var="reputation" by="-100"/>
                    <gameOver reason="Cowardice" />
                </effect>
            </choice>
        </choiceList>
    </scene>
</chapter>
<!-- scholar and rogue chapters omitted for brevity -->
<endings>
    <ending id="victoryEnding">
        <text>You are celebrated as a legend. Your life selector XML ends in glory.</text>
        <score>reputation * 10 + strength * 5</score>
    </ending>
    <ending id="deathEnding">
        <text>You disappear into obscurity.</text>
        <score>0</score>
    </ending>
</endings>

</lifeSelector>

This example demonstrates how game state variables (strength, intellect, dexterity) persist through chapters, enabling meaningful consequences.