November Update
7 years ago
Hey everyone!
Thanks to everyone who's taken the time to play the two games I put out recently. I really don't have the time to individually thank people for favourites, but just know that your names and likes are going into the spreadsheet I use to keep track of anything related to my stories.
I managed to finish most of the projections I mentioned in my last update (even if they got delayed from sickness). I'm going to be busy with work stuff and Christmas prep for a while, but I've got something that should make writing on the go easier for me, so I'm going to see how that works.
Here's the projects that I'm going to be working on for the next while. I'll try to update this journal with how projects are progressing.
- Underground Tales Reboot: [3][4][5][6][7][8][9][10]
-- Just be aware the stories in this series tend to be long.
- Locker Room Dogs v2: ~16 new scenes, fewer choices but more consistency and probably greater detail. Nobody commented much on v1, so if there's anything you'd like to see in the text that's there, please let me know so I can add it to the next release (on the submission page, preferably).
- A more TF (including weird TF) and fetish-y Twine game, currently in the planning stage.
- The Addiction Tetralogy: [1][2][3][4]
-- Carried over from last time since I didn't really put much work into it.
Thanks to everyone who's taken the time to play the two games I put out recently. I really don't have the time to individually thank people for favourites, but just know that your names and likes are going into the spreadsheet I use to keep track of anything related to my stories.
I managed to finish most of the projections I mentioned in my last update (even if they got delayed from sickness). I'm going to be busy with work stuff and Christmas prep for a while, but I've got something that should make writing on the go easier for me, so I'm going to see how that works.
Here's the projects that I'm going to be working on for the next while. I'll try to update this journal with how projects are progressing.
- Underground Tales Reboot: [
-- Just be aware the stories in this series tend to be long.
- Locker Room Dogs v2: ~16 new scenes, fewer choices but more consistency and probably greater detail. Nobody commented much on v1, so if there's anything you'd like to see in the text that's there, please let me know so I can add it to the next release (on the submission page, preferably).
- A more TF (including weird TF) and fetish-y Twine game, currently in the planning stage.
- The Addiction Tetralogy: [1][2][3][4]
-- Carried over from last time since I didn't really put much work into it.
1. Definitely do something simple and small for your first project. First, Twine's programming syntax is fairly simple once you get familiar with it, but it takes some getting used to, whether you're a programmer (some of the things it does vs most other major computing languages is a bit unusual) or not (unless you want the most basic thing, you'll probably have to do some programming stuff in there). Second, if you've never made a game before, you won't really understand just how much work can go into something that's even fairly simple. Third, Twine and its editor are pretty good, but only up to a point; after that, and you'd probably be better off going with a more proper computing language. Fourth, which applies to me at least, you'll probably want to release something, and something small's the only way to ensure you can do that and not get discouraged; you can then take what you learn and try something bigger later on.
2. Plan out what you want ahead of writing anything. This will help you to understand exactly how much you're going to need to write, and whether you should cut down on certain ideas. I sketch out maps in a spreadsheet (I use LibreOffice, but any of them is good for what you'll probably be doing) first before putting anything into Twine.
3. Do the coding first. This will help you figure out if you can reasonably implement your idea with your level of skill and your willingness to deal with Twine's oddities. Some things it just doesn't do well, which is fine as that's not really what it's for, but you don't want to write a huge amount for a game that you then can't make.
4. Always have this open so you can use it for reference: https://twine2.neocities.org/ (this is assuming you're using the default "language" for Twine 2, which is Harlowe; there's two others, one being the default for Twine 1, you might like one of the others better, but it's generally easier to just stick with one and learn that one).
5. USE A TEXT EDITOR TO BACK UP AND WORK ON PASSAGES. You'll probably want to use Twine's interface for the coding and any simple, short scenes of text. However, it's undo/redo function is terrible and CANNOT BE RELIED UPON, and it is incredibly easy to accidentally push a key and break a passage. It also doesn't have a spell-check built in, and can be a bit weird about scrolling.
There are some very good, free text editors that are sort-of for programmers but are simple and great for this type of thing: I use Notepad++ and Sublime Text, and recommend both. They let you open multiple files in the same windows as tabs, and (at least Notepad++ does this) will 'save' text so that (say) if your computer crashes some of it will still be there when the program/your computer restarts.
6. Use tags. There are a few special tags, which you can learn about if you search for them: there are some special ones (like header/footer/startup) that do special things (like run at the start/end of every section, or before the game starts up) and these are very helpful for pieces of codes or variables. That's not the only thing you can do with them: you can assign colours to tags (and, what's very convenient, the same tag will be tagged the same colour whenever it's used) and this can be used to tag sections that are incomplete, or special in some way. Another useful thing you can do is to refer to them in code so, for example, if you want to have certain things happen/not happen in certain passages, you can tag those passages; it's how I implemented the interface in The Sewers (and got it not to show in certain sessions).
You don't want to be writing and copy/pasting the exact same code everywhere if you can avoid it, so the special tags help out with this a bunch. Sometimes you'll have to, though.
7. You can export a copy for spell-checking/proofreading. HOWEVER, what I'd recommend is to paste a copy of the text into a word processor with that enabled (I use LibreOffice, but Microsoft Office or Google's or Apple's stuff are probably all good too) to check for mistakes, but then make the changes yourself in a text-only version, and then copy *that* into the original. This is very roundabout, but word processors are for writing stuff, not for writing stuff with code in it. They also have the tendency to reformat things, which you do not want to happen.
8. Make use of the test tool; this is another thing Twine does right. Use it to check code, because it's very easy to break stuff, even simple stuff. Twine's testing tool gives you output of some variable values, and it does a fairly decent job of that.
I'm not going to lie: I love designing games, but it takes a long time to actually create them, even if it's just code and text. There'll be things that are incredibly demoralising that come along.
But it's also kind of fun (at least for me) and seeing something you've made start to work is really, really, really satisfying. I spent way too long with CSS formatting something to make it look like a cheap tourist flyer for my secret game, and it's not perfect but I feel like I accomplished something from having done it.
That's all the general advice that I have; if you've got specific questions on Harlowe that you can't find online, then you can PM me, or PM me if you want to know how I did something in one of my games. Just be aware that I did Carnival of Corruption was done in something else, and some of that I don't know how to do in Twine.