Have you ever noticed a really neat feature in a Twine game and thought: “Hey, I wonder how they did that?” Well, wonder no more because it’s (usually) super easy to find out.
Twine 2 has many advantages over Twine 1:
- It’ll run in your browser so there’s no need to install.
- The default story format (Harlowe) is simpler to learn. and easier to read if you’re working with variables.
- The playable HTML file is also the editable flowchart version of the game.
In my first Twine for Beginners tutorial I recommended using the “Publish to File” option regularly in order to save your work in case of accidents. I touched upon the fact that this file is both a copy of your work and a playable game that you can share, but never really explained the full significance of that:
Anything that’s been made in Twine 2, you can open up and edit for yourself.
My philome.la profile includes just about every Twine project I’ve ever finished. The vast majority of these can be opened up and explored with the process I’m about to describe. For now, click on Ultraviolent Unicorn Deathmatch of Destiny.
You’re welcome to poke around any of my stories that you like, but a small handful were written using Twine 1 and so can’t be (easily) imported into Twine 2. For the sake of demonstrating the process, Unicorn Deathmatch was both written using Twine 2 and provides an interesting, comprehensible example once it’s imported with these simple steps: Continue reading
Codename Caerus – my portfolio-building game project – has had a phenomenal level of interest since I announced it a couple of weeks ago, and although I’ve yet to look through all the example pieces people have sent in, I’m now pretty much certain we’ll be able to get a great team together. Every role has at least one person going for it, and in most cases more than that. I’ve been hugely impressed by some of the work people have chosen to share.
However, if you’ve been meaning to put your name forward to work on this game and haven’t yet got around to it, don’t worry. You haven’t missed your chance.
In a way, you’ve actually got more of a chance than you did when I first announced this project because I’m extending the deadline to apply. When I decided to stop taking applications at the end of the month, I neglected to consider that I’d be attending Feral Vector from May 31st to June 2nd. Continue reading
So I made a trip to London for EGX Rezzed last month, and up until now I’ve totally neglected to write anything about it for two reasons:
- I’m still just a little freaked out over how many people recognised me as “that Girth Loinhammer guy.”
- The event gave me an idea for something big and it took a while to come up with a plan for it:
I want to get a team together to make a game.
At this point I feel as though I’ve got a pretty good number of games to my name – I’ve even set up a separate website as a portfolio – but it would really help to have a few more team projects out there for people to enjoy. I expect plenty of other people are in the same position. So far I’ve mostly worked alone, and (with the exception of the two commercially released videogames I’ve had a hand in) when I haven’t it’s generally been for Game Jams. Game Jams are great, of course, but the results are never particularly polished and they don’t really demonstrate the ability to work with a team on an extended project. As a writer, I don’t feel as though there are all that many opportunities already out there. Some, certainly, but far from oodles.
That’s why I’m planning to set something up: not having a title for the game itself yet, I’ll refer to this whole endeavour as Codename Caerus for now. This will be an opportunity for anybody who wants to get more of a foothold in games to work on something polished and substantial as part of a team. Continue reading
As you might have guessed by the suspicious timing, Project Procrustes (and its accompanying competition) was my April Fools’ prank for 2018. This one was subtle, and unless you worked your way through a substantial portion of the game, chances are you won’t even have noticed what was going on. However, two people managed to finish the thing on April 1st, so given the challenge involved I’d consider that quite a success.
Phil McArthur completed the game staggeringly swiftly, tweeting a line from the final passage within a couple of hours of release:
However, since he already owned Kingdom: New Lands (the game I was offering to the first person to complete Project Procrustes), he very kindly decided not to share a screenshot of the ending, giving someone else a chance to solve it and win the prize.
That person was G. Deyke!
Don’t go clicking for the original tweet if you still want to explore Project Procrustes for yourself: the screenshot (necessary for me to verify it had been properly completed) contains both spoilers for the story and some hefty hints on how to complete it yourself.
Despite having been made as a joke, I’m hoping that Project Procrustes will serve as a portfolio piece when I’m looking for work in games. As well as being a substantial piece of interactive fiction in general, it includes a sophisticated character creator, a very versatile battle system, and easily the most refined design of anything I’ve made so far. It’s very finely tuned and I put it through a lot of testing.
Revealing the joke here would also reveal quite a chunk of the solution to the game, but if you’ve been trying to work your way through and have found yourself hopelessly stuck, here are some very general clues:
- Project Procrustes is tougher than you think it is. Find yourself hitting the back button looking for a choice that won’t kill off your character? You can stop looking: there probably isn’t one.
- Reaching the true ending of the game will take a lot of lateral thinking. Focus on what you have to do, not what you’re supposed to.
- There’s a reason Project Procrustes has such a naff title: a little familiarity with Greek myth could help you out a lot.
And one more thing. Don’t expect to get anywhere importing the flowchart back into Twine:
Project Procrustes is my latest work of interactive fiction, and I’m pleased to say that (besides Girth Loinhammer’s Most Exponential Adventure), it’s the largest yet! It clocks in at 23,649 words according to Twine’s built-in counter, though I’ve put considerable effort into making the text of individual passages react to past choices, so you’re not likely to see most of those words unless you play through many many times.
Like the other titles in my “Project” series, Project Procrustes focuses on one particular element of player interaction and explores it as fully as possible. In this case, that element is character customisation. All my previous Twine works have seen you taking on the role of a particular pre-selected character – whether that’s the nameless officer in Blacklight 1995 or the far too fleshed-out Girth Loinhammer in Exponential Adventure – and then the story branches out from there. Project Procrustes, on the other hand, provides you with a very sophisticated character creation tool up front and lets you begin your adventure as one of four classes (each with their own strengths and weaknesses) with points distributed across four essential stats. You can alter your character’s name and appearance too.
These early choices will prove extremely important over the course of your quest: the default barbarian protagonist might be able to casually blunder through enemy encounters, but a rogue would do better to try and avoid getting into such scuffles in the first place (and, to that end, is better equipped to avoid being seen). I strongly recommend trying a few different classes with their stats distributed in different ways: the prospect of flinging spells about may be very tempting, but you’ll be missing a lot of the game if you only ever play as a mage.
To make things interesting and hopefully get this game some extra attention (as it turned out to be a far, far bigger project than I initially planned), I’ll be sending a Steam key for Noio’s excellent Kingdom: New Lands to the first person to share a screenshot of Project Procrustes’ true ending. To avoid any confusion (since there are a couple of occasions in the game when your character can choose to simply walk away from their quest), this is the passage that ends with green text and does not include a “Restart?” or “SAVE GAME” link.
Happy questing – and may the best barbarian, rogue, mage or hunter win!
Please be aware that, having released Project Procrustes with this little competition in mind, I’ve taken certain precautions to prevent cheating. Revealing my methods would almost certainly make them less effective, so I’ll simply say that I believe I’ve been thorough enough that if you can reach that end screen without progressing through the game in the intended fashion (and without me noticing), you’ll have earned your Steam key anyway.
It’s here at last! The paperback version of We All Saw It Coming, my flash fiction anthology for 2017.
If you’ve come across previous anthologies in the series, you’ll know the deal: 31 stories, each written on a single day during July as part of Flash Fiction Month. The stories are generally funny, sometimes serious, and don’t really match up to any kind of theme. Except on this occasion, maybe, when you might be forgiven for thinking that the theme is bananas. Continue reading
Even using only the most basic range of tools, Twine gives you a lot to work with. You can produce a fully featured interactive story with nothing more than plain old hyperlinks, and if you’re willing to sink just a little time into learning how to use variables, you can introduce some very sophisticated adventure game elements with minimal effort. But those tools only take you so far. No matter what you do with them, games produced with only hyperlinks and variables will always be entirely deterministic: the same sequence of actions will always produce the same effect.
That’s actually a perfectly good way to go. Sometimes – if anything most of the time – you want people to know that what happens in the game will be a direct result of what they’ve decided to do. But an element of chance can spice things up, and if the player is going to be coming back to the same passage again and again (maybe it’s a room they pass through several times, or an action they must take repeatedly) then it never hurts to vary the text they see. There’s a really easy way of doing this:
The (either:) Macro:
Simply writing (either: “one thing”, “another”) is enough to display one thing or another. If you don’t have a whole lot of possible options in mind you can just stick this in the story where you want the random text to appear and it’ll do the job nicely.
This looks like a mess, but the text it generates when played is perfectly serviceable. It might look like this:
I said a while ago that I was planning to take part in the Global Game Jam in Southampton this year, and I invited anybody interested to join me and possibly form a team before getting to the event. My approach last year was pretty much just to turn up and improvise, so I was really glad this time around to be able to tackle a project with people I already knew.
This was a first for me for two reasons. One was that I had a fairly solid idea what kind of skills people on the team would have going in, and the other was that I ended up not really writing very much at all in the end. All four of us are writers, so when it came to producing a story – even an interactive one – we were all set. My job was more or less just to come up with the Twine gubbins to keep track of everything that’s happening in that story. Continue reading
Back in my first Twine for Beginners tutorial (which I recommend at least taking a glance at before tackling this one), I mentioned that it was possible to do just about anything you see in the classic Fighting Fantasy books using only passages and hyperlinks. These gamebooks use a system of numbered passages and references, and choosing which passage to turn to performs exactly the same function as choosing which hyperlink to click in a Twine game. In addition to these standard choices, however, the passages will occasionally say something like “If you have a dagger, turn to 294. If you do not have a dagger, turn to 334.”
There’s a totally obvious way to do this in Twine, and that’s to directly copy the method used in this Fighting Fantasy book. “[[If you have a dagger, click here]]. [[If you do not have a dagger, click here]]” will do exactly the same job and involves absolutely no Twine know-how that wasn’t covered in my first tutorial. If you’re happy to simply ask the reader to keep track of their previous choices (or note things down on some kind of character/inventory sheet) and don’t fancy reading on, then you can just do that. Continue reading
We All Saw It Coming, my Flash Fiction Month anthology for 2017, is now available as an ebook through Smashwords. It’ll be available through other retailers shortly, but I haven’t yet assigned it an ISBN because I’m still confirming that everything is working as it should.
The sheer scale of this year’s interactive fiction challenge, Ultraviolent Unicorn Deathmatch of Destiny, meant that I had to set up internal hyperlinks just to make it navigable. There was some extra faff involved in making sure I didn’t end up with all 48 of those listed in the book’s table of contents, and although everything seems to have worked out fine, there were enough opportunities for things to go wrong that I don’t like to assume they haven’t. Still, whether or not this story turned out perfect first time, I’ve definitely got a better grasp of how to handle interactive fiction in this format than I had before, and so at some point I expect I’ll be going back and giving the same treatment to Robocopout‘s interactive fiction piece, Inquisition.
The next job will be to format and publish the paperback, and when that’s available I’m strongly considering having a launch party of some kind! This book completes the six-colour cycle I’ve been working towards (I’ll be sticking another orange object on the cover of whatever I write for 2018), so although I’ve never made all that much of a song and dance about the release of these books in the past, I feel as though this is a good enough occasion to start.
Since this is pretty much the first book launch I’ve ever organised, I’m keen to get an idea of how many people would be likely to turn up, as well as where they’d be able to get to. The poll above allows multiple answers: feel free to tick as many as you like. In fact, ideally don’t be too picky: if you really could make it to any of these places, that gives me more options to work with. Conversely, picking only Southampton because you live there could screw things up quite a bit: if 30 people only pick the closest Hampshire town, they could quite easily be outvoted by half that number in London.
Promoting Ten Little Astronauts has put my work in front of people from much farther afield than before, so I’m really not sure where most of my followers are based at this point. My guess is that most know me from various local open mics – and I’d probably prefer a local launch myself – but the biggest events have been in London, and those are generally the ones where my name’s been on the flyers and whatnot. Ultimately I figure the thing to do is to hold the launch wherever people can get to it, so that’s why I’ve put out this poll. Tick whichever boxes work for you, pass it on to anyone else you think might like to come along for readings and live interactive fiction, and if you’ve got any other thoughts then leave those in the comments. As always, you don’t need an account or even an email address: just type words into the box, hit “Post” and it’ll get to me.