If you’re writing interactive fiction, you’d be hard pressed to find a better tool than Twine. It’s incredibly simple and incredibly powerful, with a reassuringly shallow learning curve. With a little know-how you can use it to create very sophisticated role-playing games, but even with no know-how at all you can jump right in and write a fully functional Choose-Your-Own-Adventure-style story. I’ve already written a tutorial that shows how you can get started in just four clicks! This one will pick up where that left off and show you how to convert your Twine story into a format that can be read on plain old paper without the aid of a computer.
I do very much recommend having a look at that first tutorial before beginning to follow this one, by the way. At least keep it open in another tab to refer to. Nothing in here is going to be particularly complicated, and if you’ve already had a fiddle around with Twine 2 then chances are you could probably follow along well enough. However, having my Getting Started in Four Clicks tutorial handy would probably save some confusion, as I’ll be referring back to it here from time to time.
In Getting Started in Four Clicks I made the case that merely by knowing how to link passages in Twine using double square brackets, you’ve got just as many options available to you as Steve Jackson and Ian Livingstone did when writing the Fighting Fantasy series back in the ’80s. However, though these simple Twine stories would in theory work perfectly well on paper, there are a few extra steps involved in converting them from Twine’s (far superior) system of hyperlinks into the (slow but printable) system of numbered passages and “Turn to…” instructions used by pen-and-paper gamebooks. Continue reading
I’ve been writing interactive fiction using Twine for a few years now, but one thing that’s stuck with me is just how simple it was to get started and just how quickly that simple start led to bigger, more impressive things. In fact, starting out with Twine is actually easier now than it was when I first gave it a go, and in my opinion there’s quite a bit more you can do with it than there used to be. The software has changed a lot in the time I’ve been using it. Take a look!
On the left, My Name Algernon, written using Twine 1.4.2 and currently available to supporters of Ten Little Astronauts. On the right, Inquisition, seen here in Twine 2.1.1 and included in my flash fiction anthology, Robocopout. (Click the screenshots to see them full-size.)
There are a whole bunch of great Twine tutorials out there already, many of which already make the case that Twine is a great way for non-programmers to get into making games. However, as a non-programmer who has used Twine to get into making games, I feel as though I’m in a pretty good position to add one more to the mix. Here’s my comprehensive, foolproof guide to making your first game in Twine 2.1.1.
I’m not kidding about it being foolproof, by the way. I’ll be describing the entire process click-by-click, and I promise if you follow these steps exactly, you can have your first Twine story set up in literally four clicks. I can do it in three.
You know how some people quit smoking just about every week? Well, I start making games almost as often: or I did before I found Twine. I’ve lost track of how many different “make a game with no coding” packages I’ve installed, tried, and given up on over the years. I’ve also lost track of how many Python for Beginners lessons I’ve got through, which is a large part of the reason why I haven’t gone back to Python for Beginners. If I’d stuck with any one of these things, I’d probably have a handful of decent, non-text games under my belt by now, but instead I pretty much just hopped over to a new one every week.
Anyway. This week it’s Unity. Time will tell whether or not this opens up any grand new gaming avenues for me to explore, but even just the first few lessons of the basic Roll-a-Ball tutorial have made me think. Largely, they’ve made me think about how mind-bogglingly difficult Unity is to grasp compared to Twine. Unity isn’t even spectacularly hard to pick up in itself–at this point I feel as though I could get an interesting (though far from spectacular) game together just by tweaking Roll-a-Ball a little–but it really highlights all the things about Twine that make it easy to get started. Continue reading