Book description
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
- About This E-Book
- Title Page
- Copyright Page
- Contents at a Glance
- Table of Contents
- Foreword
- About the Author
- Dedication
- Acknowledgments
- We Want to Hear from You!
- Reader Services
- Introduction: Introduction to Interactive Fiction
- 1. The Nuts and Bolts: Getting Started with Twine
- 2. Using Choice to Create Agency
- 3. Creating a Vivid Setting
- 4. Designing Puzzles
- 5. Building Objects with Variables
- 6. Stasis, Catalyst, and Climax: Understanding Story Arc
-
7. Exploring Interactive Fiction Genres
- Managing Reader Expectations
- Creating Chance with the (either:) and (random:) Macros
-
Delving into Genres
- Exploring Horror
- Exploring Fantasy
- Exploring Science Fiction
- Exploring Mystery
- Exploring Espionage
- Exploring Adventure
- Exploring Magical Realism
- Exploring Historical
- Exploring Western
- Exploring Nautical
- Exploring Fairytale and Folklore
- Exploring Mythology
- Exploring Realistic Fiction
- Exploring Other Genres
- Understanding Motivations
- 8. Constructing Believable Characters
- 9. Maintaining an Inventory
- 10. Achieving Proper Pacing
- 11. Foreshadowing Important Clues
- 12. Making a Role-Playing Game
- 13. Combat and Consequences in Role-Playing Games
- 14. Wiggling Words: Changing the Text Appearance
- 15. Story Style: Changing the Game Appearance in Harlowe
- 16. Adding Images in a New Format
- 17. Setting Up the Pre-Story, Central Story, and Post-Story
- 18. Developing a Strong Player Character
- 19. Balancing Pacing and Action
- 20. Keeping Players Engaged
- 21. Show, Don’t Tell
- 22. Story Style: Changing the Game Appearance in SugarCube
- 23. Finishing Up and Clicking Publish
- Index
- Code Snippets
Product information
- Title: Writing Interactive Fiction with Twine
- Author(s):
- Release date: May 2016
- Publisher(s): Que
- ISBN: 9780134303116
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