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What are you working on?

Ahoy,

I've only recently discovered twine (about two weeks ago), and I've been absolutely captivated by it's ease of use and the potential to make games from it. I have no prior programming experience, but delving into twine has made me begin to learn html and css (javascript still eludes and confuses me), and I've been having a hell of a lot of fun with it all.

At the moment, I'm elbows deep into my own game (adventure with rpg elements), basing it on one of my many failed attempts at a novel. I'm probably about 20% into it (10,000 words and 180 passages), spending most of my time working on the game mechanics (which I will admit has been more fun than I thought it would be) and am very close to completing the first playable section.

But my question is, I've been lurking on the twine forum daily since I've been using twine (twine 2 and sugarcube), and I've been seeing a fair few people around, and I am curious as to what kind of projects you are all working on.

So yeah, TL:DR, what kind of projects are you working on? What was/is/has been your inspiration, and what are your eventual goals for the projects?

Mat

Comments

  • edited April 2016
    Hello!
    I have no prior programming experience, but delving into twine has made me begin to learn html and css (javascript still eludes and confuses me), and I've been having a hell of a lot of fun with it all.

    Yes, this has been my experience as well. For lazy people like myself, it's a fun way to make little games. Also, I wish more people would make more "gamey" experiences out of Twine projects rather than novels, so I thought I'd make that happen.
    So yeah, TL:DR, what kind of projects are you working on? What was/is/has been your inspiration, and what are your eventual goals for the projects?

    I'm making an RPG/strategy hybrid. I guess I was influenced growing up by games like Master of Magic and Birthright (I'm sure no one remembers that one), but I was more consciously influenced by all those RPG-adjacent browser games (say, Tanoth) that are pretty fun but require you to pay money for arbitrary reasons to progress. I thought I'd make a game sort of like that, but without the money bit. Also, Archmage (http://wiki.the-reincarnation.org/index.php/Archmage) was a strong inspiration for the strategy side of the game.

    Here's some (very early prototype) screenshots:

    http://i.imgur.com/y2j0wnk.jpg

    http://i.imgur.com/sOMSR22.png

    http://i.imgur.com/YjcwT2m.png

    The basic idea is that you are given a (limited) pool of action points per day, and have to split them between personal actions (equipping yourself, adventuring, etc) and settlement actions (founding the settlement, building improvements, growing population, military management, etc).

    My only goal is to make something a few people would play and enjoy. I dunno if I'll reach that point, but it's a fun hobby.
  • Wow, that looks awesome and I love the concept. I'll definitely be keeping a lookout for that.
    selenti wrote: »
    Yes, this has been my experience as well. For lazy people like myself, it's a fun way to make little games. Also, I wish more people would make more "gamey" experiences out of Twine projects rather than novels, so I thought I'd make that happen.

    I agree there. When I search online for twine games, most of the games are short 5 minute games or interactive fiction stories (which is what drew me to twine in the first place as I'm a writer). But as soon as I started messing around with twine, and saw what could potentially be made with it, my interactive fiction turned more into an adventure rpg where you need to search different locations for clues on the whereabouts of the main characters daughter while travelling through ruins in a post-apocalyptic wasteland.
    I'm making an RPG/strategy hybrid. I guess I was influenced growing up by games like Master of Magic and Birthright (I'm sure no one remembers that one), but I was more consciously influenced by all those RPG-adjacent browser games (say, Tanoth) that are pretty fun but require you to pay money for arbitrary reasons to progress. I thought I'd make a game sort of like that, but without the money bit. Also, Archmage (http://wiki.the-reincarnation.org/index.php/Archmage) was a strong inspiration for the strategy side of the game.

    Here's some (very early prototype) screenshots:

    http://i.imgur.com/y2j0wnk.jpg

    http://i.imgur.com/sOMSR22.png

    http://i.imgur.com/YjcwT2m.png

    The basic idea is that you are given a (limited) pool of action points per day, and have to split them between personal actions (equipping yourself, adventuring, etc) and settlement actions (founding the settlement, building improvements, growing population, military management, etc).

    I really dig your idea and hope to see it up and running one day as it is the type of game I enjoy playing.
    My only goal is to make something a few people would play and enjoy. I dunno if I'll reach that point, but it's a fun hobby.

    I'll be happy if a few people play through mine and enjoy it, but honestly I'm making it more for myself just to prove I can actually finish something I have started.
  • Hey Mat,

    I've been working in Twine on a game called REFT. It's a little experimental RPG that has players travel forward and backward along an extended linear path. I've been working on perfecting the mechanics in the first level (comprised of 12 main passages) before creating more, because these inventory and movement mechanics form the foundation of the game.

    My goal is to create a completed game that takes about 2 hours to complete and make it available on mobile platforms :D

    You can check it out here (and provide feedback if you'd like!): https://sczaja.itch.io/reft

    With 10,000 words and 180 passages already I'm curious about your game! Feel free to share a link, even if it's in an early form.

    -Stephen
  • sczaja wrote: »
    I've been working in Twine on a game called REFT. It's a little experimental RPG that has players travel forward and backward along an extended linear path. I've been working on perfecting the mechanics in the first level (comprised of 12 main passages) before creating more, because these inventory and movement mechanics form the foundation of the game.

    My goal is to create a completed game that takes about 2 hours to complete and make it available on mobile platforms :D

    You can check it out here (and provide feedback if you'd like!): https://sczaja.itch.io/reft

    I had a look at your game, and I like the inventory system how things can be left on the path to retrieve later. It gives the game the potential for some interesting puzzles and obstacles, and would like to see more down the track
    With 10,000 words and 180 passages already I'm curious about your game! Feel free to share a link, even if it's in an early form.

    I'm planning to post a playable section within the next week or so, as I'm hoping to get some feedback to see if I'm going in the right direction.
  • I've been trying to use Twine to make largely illustrated work, I put my first game out into the world last year and since then nothing got beyond the experimental stage Thankfully these last two weeks things have finally shifted gears and I'm just about ready to fully publish my next game. That came about when I decided to take part in an open ended I.F jam called Tiny Utopias, with the idea of making a game over a weekend. It took longer than that in the end, but the initial limit helped keep the scale manageable.

    http://twinery.org/forum/discussion/5979/mushrooms-red-as-meat

    Next up is trying to use the same jam structure to build up a body of small illustration and/or audio centred Twines around one theme (kind of a "ghost in the machine" thing) as part of my Masters degree.
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