Writing about Adventure, Horror, Sci-Fi and Interactive Fiction

Category: Twine (page 1 of 1)

The Plan

One of the questions I get over and over again is when the next tutorial is coming out. This sounds like a complaint, but it’s not. I’m quite flattered that people want to read my work.

Lately, this small site is growing in size, and being I’m getting this question a lot, I thought I’d post a small roadmap of my content plan.

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Twine 2 Tutorial – Creating an Advanced Inventory

Since focusing on Twine in the last year, Jezner has acquired a lot of visitors looking to create Twine inventory systems. In fact, my tutorial on creating a basic inventory is one of my most viewed articles.

And while this tutorial will expand on that tutorial in every way, this solution is just one solution in a sea of them. That’s the beauty of code. There is a multitude of solutions yet, that’s also a pain point. After all, of all the solutions, there are few that will fit your story like a well-tailored glove.

This is why it is important to understand the mechanics of any code-based system instead of blindly copying and pasting code. Doing so, may solve your immediate problem, but like introducing an invasive species. It may solve one problem, but cause a whole lot of other problems.

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Interactive Fiction Development #1: Project Motivation

In the past few years, I’ve written many tutorials about creating interactive fiction games and one of the most common questions I get is, “where is your work?”

The answer often confounds people. The truth is, there isn’t any. Well, except for the demos that I’ve produced for articles.

There secret as to why I’ve avoided writing interactive fiction with Twine. It’s a prison of my own making. You see, Harlowe is the default story format, so it’s been the story format I’ve decided to use as my primary story format. But …

Harlowe kind of sucks.

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Twine 2 Tutorial: Getting Loopy with Twine Loops

Computers love repetition. It’s what they are good at. Give a repeatable task to a computer and you will make a happy pile of silicon.

When writing programs, you end up writing lots of loops. With interactive stories, your mileage may vary. You may just write very text-centric stories, favoring links instead of code. In that case, you might not write a single loop.

Other times, you’ll want to utilize loops to process or act on your story data. This tutorial will get you started with Twine loops.

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Twine 2 Tutorial: Branching Your Narrative With the If Macro

In this tutorial series, you defined some passages, created some variables and you even developed a simple inventory system. Unfortunately, your story doesn’t react to player choice.

For example, when the player starts your story, they choose the difficulty level of the story. In easy mode, the story places objects in fixed locations. In hard mode, the story places objects in random locations.

That’s just one choice and your story has lots of other choices to consider. Thankfully, there’s a macro for that; the (if: ) macro.

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Twine 2 Tutorial: Getting the Player’s Name

I’ve been playing around with Twine for a number of years and the number one question I get from new story authors is, “how do I get the player’s name?”

In older versions of Harlowe, you needed to write some Javascript that created a browser input box. It was a rough solution that wasn’t very mobile-friendly. My advice to the question was always, “just don’t do it”.

Thankfully, Leon Arnott (the author of the Harlowe story format) provided a solution but in order to understand how to use it, you need to dive deeper into macros.

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Twine 2 Tutorial: Coding with Twine Variables

Here it comes. The part of this tutorial series that some of you have been dreading: coding.

This is the part where we type obscure symbols that only a few select people can ever understand. Or so, some people tend to think. Believe it or not, coding isn’t that hard. You will get started on this journey by creating some Twine variables.

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Twine 2 Tutorial: Adding More Locations

Passages are the bread and butter of creating interactive stories in Twine. You don’t have a story without them. Passages can represent anything in a story. For instance, you can use them to represent a place like the moon, a thought in a character’s head, or even a single line of dialog.

Combined with Twine coding, you can use them to run specific code that be accessed from anywhere in your story. You’ll learn how to do this later in this tutorial series. For now, it’s time for you to get practice building passages and linking them together.

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