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.
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
From the 26th to the 28th of January, you’ll find me at the University of Southampton for the Southampton Global Game Jam, working on something that should at least vaguely resemble a videogame.
2018 will be my third year joining in with the Global Game Jam, but unlike the last two I won’t be making a trip to Brighton for the occasion. There are a handful of reasons for this:
- Brighton is kind of a hike for me and between promoting Ten Little Astronauts and exhibiting Girth Loinhammer’s Exponential Adventure I’ve already travelled around a TON over the past few months.
- I feel like I know a good chunk of the Brighton crowd by this point (and it’s pretty likely I’ll see some of them at other events later in the year).
- I actually don’t know all that many game developers based near me, and this seems like a good opportunity to sort that out.
Because of all of that, I’ll be staying in Southampton this time around! One other upside is that I figure it’ll be easier for anyone I know who maybe doesn’t already make games but would like to have a go. My usual approach to these things is to turn up (possibly late, if the journey involves trains), wander about chatting to people, then join whatever group will have me and/or seems to be thinking through the neatest idea. However, on this occasion I figure I might actually be in a position to take a team with me! Continue reading
I’ve been so busy with Ten Little Astronauts recently that I haven’t properly managed to write about any of the games events I’ve attended this year, even though I’ve got to more of them than ever and exhibited my own work for the first time. For that reason, I’m cramming them all into this one big blog post, in reverse chronological order, starting with…
Reading Comic Con (25th-26th November)
This was the final event at which I exhibited Girth Loinhammer’s Most Exponential Adventure before finishing the whole thing, and the advice I got there (particularly from Noaksey) helped shape the look of the version that’s gone out to all the supporters of Ten Little Astronauts who’ve asked to get an early look at it. (I’m still sending those out on request, so if you’ve put in a pledge – even if you end up doing it after this – and want to have a play at that, get in touch and let me know.) Basically, I was set up in a corner of the room just inside the door, which was an absolutely ideal position for catching the attention of passers-by, except that the default Twine stylesheet I was using for Exponential Adventure at that point made it look more like a survey of some sort than an actual playable game. Compare to how it looks now:
It’s basically just a parchment background with the links coloured to suit it, but I think it makes an absolute world of difference. I made the change literally overnight on my woefully underpowered netbook so that I could have the improved version ready for the second day of Comic Con the following morning, and made a few further tweaks with help from Isak Grozny and G. Deyke after the event.
Oh, and I also got a chance to step away from my display table to meet Danny John-Jules! It was pretty amazing to be able to head over and say hi because I’ve been a fan of Red Dwarf literally my entire life. The theme song was among my first words. Anyway, I couldn’t stick around for long because I’d left the guys behind Elemental Flow watching my table and also there was a pretty huge queue to meet the Red Dwarf cast members who were there, but the main thing I took away from this is that Danny John-Jules is a spectacularly nice guy. He was only announced as one of the guests last thing the day before – since up until then he’d expected to be needed for filming elsewhere – and he was raising money for charity at the event. If it was me, I might have just taken the opportunity for a day off!
If you’d like a look at some of what else went on in the Indie Games Zone at Reading Comic Con, you might like to check out this post from Noaksey himself, and also the (then) live video stream from the event. If I look a little dishevelled in the video, it’s because I’d spent the night sleeping under my coat on the floor of a friend’s house (it was good to catch up, and also saved me having to book accommodation at a spectacularly busy time).
AdventureX (11th-12th November)
This was definitely the biggest games event I exhibited at, and to be honest I’m kind of surprised they accepted Exponential Adventure. This one was ludicrously popular: the queue went out of the building at times and they hit capacity at the venue within half an hour of opening on the first day (so I’m hoping they’ll be able to get a bigger space next year). Mine was the only entirely text-based game on show (as far as I’m aware), and it was only only me behind it, while some of the other projects were highly polished efforts from whole teams of people. It did seem to go down very well, though, despite this being before I’d improved the game’s style or even had a chance to write as much of it as I would have liked. By this point (and indeed at all of the events this year) it was nearly complete, but still something like 1 in 16 possible storylines would lead to a dead end at a certain point.
Despite its flaws at this stage of completion, Exponential Adventure went down very well indeed. AdventureX attracts an international crowd of developers as well as just regular games fans, and I’d say probably quite a majority were developers of some sort or another. Gamers seem to understand Exponential Adventure better than readers in general, but people who have tried to produce any sort of branching path narrative for themselves are nearly always the quickest to realise just how much work is involved in writing a narrative that branches exponentially. This guy, for example, definitely gets it.
This made AdventureX probably the most interesting event to set up at, because usually people were keen to talk about the story in more depth and were curious about the character and setting as well as just the basic structure. I think that’s part of the reason I’ve ended up staying in touch with so many people from this particular event. Also, it turned out that I was staying in the same hostel as a whole bunch of them. I find a lot of people seem reluctant to turn up to events if nobody they know is going to be there, but usually if you’re staying nearby you’ll run into people who are doing exactly the same thing, and then pretty soon you will know people who are there. As it happened, however, I actually did know quite a few people at this one, including Joey Jones (author of Trials of the Thief-Taker), who very kindly watched my table from time to time over the weekend.
If you want an overview of the entire event, Space Quest Historian’s video report is pretty comprehensive. Naturally I was manning my table most of the time, so this video was pretty much how I caught up with everything else that was going on!
Indies Unplayed (29th October)
This was the absolute first event I ever attended to exhibit my own game. and I think it was a great one to start off with. It was held at Secret Weapon, a London gaming bar that I would totally go to all the time if I lived anywhere near it. I’d already met a couple of the other exhibitors – Gary Kings and Chris Payne – at EGX the month before, so again it’s worth noting how easy it is to get to know people in games. Two years ago I hadn’t been to anything like this, and it wasn’t until pretty much this time last year that I started making a concerted effort to do that, so it really doesn’t take much to meet developers provided you can physically turn up at places where they’ll be.
Indies Unplayed was probably the smallest of the events I went to, but actually Exponential Adventure seemed to attract more interest here than at Reading Comic Con even though some of the other, flashier titles were the same. Thinking back, AdventureX was pretty much the ideal place to exhibit because people were there for narrative games specifically, while Reading Comic Con probably wasn’t such a good match simply because not everyone there was into games at all (though the variety of things going on also meant it was probably the most fun for me to be at: I saw some great costumes while I was there!). Indies Unplayed was somewhere between the two, in that although people woludn’t necessarily have been expecting a text-based game, they were very much there for games in general.
I did have a bit of a think about how I’d set up the table for this first event, and – since I wasn’t sure how long people would be likely to play or how much competition there would be for screen time – made sure to set up some posters pointing people towards the online demo, which loads reasonably nicely on a mobile phone. I printed QR codes, which turned out to be the most popular option, but also made one copy of the poster you see above, largely just because I thought “Tap phone on rippling muscles to begin demo” set the tone nicely. The poster includes a concealed NFC sticker which I’ve set up to open the demo on any (unlocked, NFC-enabled) phone placed on it. This saw less actual use, but got a few laughs and proved useful on at least one occasion when a player didn’t have a QR code reader installed but did have NFC working. The mobile option was useful in general because it meant that anybody who took an interest in the game due to seeing someone else play could have a go right away: that might not be practical for all games, but for all my Twine stuff at least I’ll be sure to sort it out somehow.
This being the first event – and having no idea what the response was likely to be like – I also considered how I’d get people to take a look at Exponential Adventure in the first place. Ultimately, I ended up ordering a super cheap fancy dress robe off the internet and wearing that while I was at the table. Partly that was because I hadn’t had time to think about designing a T-shirt with the game’s title on it, partly because I’m not sure I want a T-shirt with the game’s title on it. It did seem well worth wearing something to indicate that I was actually there to display the game, though, rather than just mooching around the pub with a pint. The Ten Little Astronauts T-shirt I’ve had printed has turned out to be surprisingly effective in getting people to take an interest in the book (which also helps explain why so many companies at EGX have been lobbing merch at me – the first NFC device I started fiddling with was a PS4 branded rubber bracelet flung by someone from Sony).
EGX (21st-24th September) and EGX Rezzed (30th March – 1st April)
Okay, I’ll be honest. Both these events were long enough ago that I’d struggle to write anything meaningful about them. EGX Rezzed was my first chance to actually play the (nearly) complete version of Craft Keep VR, the game I was brought on board to write for after meeting the developer at EGX in 2016. Basically, though, the main thing I’d write about is the people I met and the games I saw, and since I’ve met and seen several again since, I think the better option would be to list a few…
Games you should take a look at sometime (in no particular order):
- 2000:1: A Space Felony obviously caught my attention as it’s a murder mystery in space. That gets it brownie points (as does the knowledge that the creator has also produced an Agatha Christie-inspired game specifically), but what really stands out is the openness of the mystery itself. I’ve been tempted to write a mystery in Twine, and one of the biggest stumbling blocks to that is that if there’s an option inviting you to “Accuse the butler,” that might provide a hint even if it appears alongside the option to accuse any number of other people. 2000:1, however, demands that you scour the spaceship you’re on in search of clues (which could be anywhere), photograph them, and then use those photographs to interview the suspect, MAL. Essentially, the fact that you uncover the mystery by asking questions, rather than providing answers, means that there’s virtually no way for you to pick up clues from the way the game challenges you. You have the clues. What you need to do is address them in the right order.
- Elemental Flow includes another interesting mechanic, also conversational. I think it’s best described as playing out like a cross between a puzzle and a quick time event: you have a range of different conversational abilities (explain, empathise, etc.) that have different effects depending on who you’re talking to and what they’re saying at the time. Sussing out which to use is a big part of the challenge, but then on top of that you also have to be attentive and react quickly so that you don’t end up either talking over the character you’re conversing with or listening intently while they’re waiting for you to speak. I get the sense that it’s possible to muddle through with a less than optimum strategy – and I’m pretty sure I did this myself during the demo – but working out the ideal approach to any given conversation makes things much, much easier.
- Critical Annihilation is a frantic voxel-based shooter that reminded me a lot of arcade classic Smash TV. The view is more or less top-down, giving you the opportunity to run in any direction you like while also shooting in any direction you like, which is handy because enemies tend to flood in from pretty much any direction. Single-player gameplay at least is tough as nails, with vast swarms of baddies flooding towards you within the first few levels, but on top of simply blasting your way through them (which is tremendous, scenery-levelling fun) your character will gain perks and equipment as they gain experience, meaning that you tend to gain a few more goodies even when you lose.
- Mao Mao Castle takes advantage of the LEAP Motion Controller to great effect, allowing you to guide a pixel art Cat-Dragon through levels crammed with flowers, pebbles, rainbows that you want to run into, and buildings, trees, pillars that you don’t. There’s also a mobile version on the way with touchscreen controls, but seriously, if you get a chance to play it using the motion controller, don’t pass it up. It’s spectacularly good fun.
- Attack of the Earthlings would be best summed up as “reverse XCOM.” It’s a turn-based strategy game on a grid pitting humans against aliens, but in classic sci-fi fashion it turns out that…DUN DUN DUN…mankind is the evil invading force! I actually wasn’t a fan of this idea to begin with – it’s been done plenty of times and tends to come across as preachy even though the basic point is fair – but two things about Attack of the Earthlings specifically mean it works really well. One is that it’s really, really funny. The writing is just superb. The other is that though I think it’s fair to describe it as “reverse XCOM,” it does genuinely invert rather than simply re-style the game. In XCOM, you control a squad of soldiers and much of your attention is focused on gunning down the aliens’ deadly close-combat troops before they can eviscerate anyone on your team. In Attack of the Earthlings, the situation is flipped: most of your units have no ranged attack and a great deal of the challenge comes from positioning them to deliver those close-combat attacks without being obliterated by the humans’ superior firepower on the way. The game actually introduces some neat stealth elements in order to let you do this effectively and those are – to me at least – totally original. I don’t think I’ve seen quite the same thing anywhere else.
There are definitely games I’m leaving out here, partly because I have a literal list scribbled down and the ones from EGX alone would make for a long post in its own right. As this is a long post as it is, I think I’ll leave it there. This is what I’ve been doing for the past few months, and those are some of the things I’ve seen. If you made it to any of these events or know about any more coming up in future, it would be great to hear from you!