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NandiBear
NandiBear

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Redux, redux

Even when I'm a little quiet I'm generally busy trying to improve my skills with Twine, I feel unless your challenging yourself you're really not growing as a creator.

And this is a problem with The Doll which was one of my earliest games, which was designed more like an old RAGs game with room being reused throughout without using Twine's way to it's best advantage.  It also had some legacy code that just wasn't efficient.

So I decided to start from scratch rebuilding the game from the ground up, it's not as bad as it sounds as everything is there so it's pretty quick conversion. But rather than just put up what for most people the same game just prettier I'm adding new material, the first new stuff for quite a while. Day two is almost done, including the new content, and once that's done I'll share with everyone here!

TL;DL New material, new character yay! 

Redux, redux

Comments

I generally agree with you, and I've been told repetition is very bad! But because generally Twine takes up so little space it is possible to repeat, or include text in the room frame (or whatever the technical term :D ). Though in this case I'm using it as a excuse to vary room descriptions as I go along.

Nandi Bear

I'm not sure twine/sugarcube is necessarily the best framework fro some of the games style we use. If you have multiple rooms, and have a passage per room, structure then the room gets filled with a hug number of conditionals. In Harlowe, you can use storylets to manage that, or you can look at other frameworks. Alternatively you need to map out story progression much more explicitly and have one passage per games state, but then you'd be repeating the same room description in multiple passage. Something I suppose you could get around wit macros, or variables to hold the room description. (Variables could be cool if the room description is mutable )

Allison Edwards


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