Dev Log 1 - Twine

2018-Aug-02, Thursday 01:45 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
[personal profile] felicitygs
So I've started working on putting together the rough script for my game in Twine. I figure I should be able to at the very least prototype it, and it'll give me an idea of all the different resources I'm going to need to make for the final thing. 

But I don't know Twine at all! So I got started the old fashioned way, namely jumping right in and following along with a fairly simple tutorial for a bog standard basic RPG. 
 
 

Not anything super impressive, to be honest, but it sure taught me a fair bit. Here's some of the stuff I should try not to forget:
  • most commands need to be in (parens) in order to work.
  • [ ] is for encapsulating if and else statements!!!! 
  • on that note, you don't need anything for displaying test. You just type it.
  • strings can be in either single or double quotes it seems
  • (display: "scene_name") is great for doing initialization and then kicking the user to the proper screen unnoticed
  • $ is for global variables, _ is for card specific ones
Supposedly there's a way to make objects with Javascript, which would sure make creating the different characters a heck of a lot easier. I'd like to have some sort of access to friendships and moods without needing to type the same shit over and over for every single villager. I'll have to look into that some more.

All those people who are like 'twine isn't programming!!!' sure are full of shit though. Basically everything I've done is programming--super simply, yes, and far more transparent that some languages, but this is definitely a programming language.

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