- Copyright 2016
- Dimensions: 7" x 9-1/8"
- Pages: 432
- Edition: 1st
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Book
- ISBN-10: 0-7897-5664-1
- ISBN-13: 978-0-7897-5664-0
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
Online Sample Chapter
Creating a Vivid Setting
Sample Pages
Download the sample pages (includes Chapter 3 and Index)
Table of Contents
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Chapter 1 The Nuts and Bolts: Getting Started with Twine
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Chapter 2 Using Choice to Create Agency
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Chapter 3 Creating a Vivid Setting
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Chapter 4 Designing Puzzles
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Chapter 5 Building Objects with Variables
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Chapter 6 Stasis, Catalyst, and Climax: Understanding Story Arc
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Chapter 7 Exploring Interactive Fiction Genres
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Chapter 8 Constructing Believable Characters
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Chapter 9 Maintaining an Inventory
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Chapter 10 Achieving Proper Pacing
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Chapter 11 Foreshadowing Important Clues
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Chapter 12 Making a Role-Playing Game
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Chapter 13 Combat and Consequences in Role-Playing Games
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Chapter 14 Wiggling Words: Changing the Text Appearance
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Chapter 15 Story Style: Changing the Game Appearance in Harlowe
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Chapter 16 Adding Images in a New Format
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Chapter 17 Setting Up the Pre-Story, Central Story, and Post-Story
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Chapter 18 Developing a Strong Player Character
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Chapter 19 Balancing Pacing and Action
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Chapter 20 Keeping Players Engaged
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Chapter 21 Show, Don’t Tell
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Chapter 22 Story Style: Changing the Game Appearance in SugarCube
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Chapter 23 Finishing Up and Clicking Publish