Writing Interactive Fiction with Twine
- Length: 432 pages
- Edition: 1
- Language: English
- Publisher: Que Publishing
- Publication Date: 2016-05-15
- ISBN-10: 0789756641
- ISBN-13: 9780789756640
- Sales Rank: #644989 (See Top 100 Books)
Writing Interactive Fiction with Twine: Play Inside a Story
If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path.
The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer.
You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create!
- Get familiar with the popular Twine scripting program
- Learn how to design puzzles
- Build your own role-playing game with stat systems
- Maintain an inventory of objects
- Learn game design and writing basics
- Change the look of your story using CSS and HTML
- Discover where you can upload your finished games and find players
Table of Contents
Chapter 1 The Nuts and Bolts: Getting Started with Twine
Chapter 2 Using Choice to Create Agency
Chapter 3 Creating a Vivid Setting
Chapter 4 Designing Puzzles
Chapter 5 Building Objects with Variables
Chapter 6 Stasis, Catalyst, and Climax: Understanding Story Arc
Chapter 7 Exploring Interactive Fiction Genres
Chapter 8 Constructing Believable Characters
Chapter 9 Maintaining an Inventory
Chapter 10 Achieving Proper Pacing
Chapter 11 Foreshadowing Important Clues
Chapter 12 Making a Role-Playing Game
Chapter 13 Combat and Consequences in Role-Playing Games
Chapter 14 Wiggling Words: Changing the Text Appearance
Chapter 15 Story Style: Changing the Game Appearance in Harlowe
Chapter 16 Adding Images in a New Format
Chapter 17 Setting Up the Pre-Story, Central Story, and Post-Story
Chapter 18 Developing a Strong Player Character
Chapter 19 Balancing Pacing and Action
Chapter 20 Keeping Players Engaged
Chapter 21 Show, Don’t Tell
Chapter 22 Story Style: Changing the Game Appearance in SugarCube
Chapter 23 Finishing Up and Clicking Publish
Donate to keep this site alive
1. Disable the AdBlock plugin. Otherwise, you may not get any links.
2. Solve the CAPTCHA.
3. Click download link.
4. Lead to download server to download.