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Writing Interactive Fiction with Twine

(Autor)

Buch | Softcover
432 Seiten
2016
Que Corporation,U.S. (Verlag)
978-0-7897-5664-0 (ISBN)
23,45 inkl. MwSt
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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

Melissa Ford is the author of numerous works of fiction and nonfiction. She has been a huge interactive fiction fan since 1982, when her dad gave her a copy of Zork to help her become a better speller. She is the blogging and social media editor at BlogHer, a contributor at GeekDad, and the Twine mentor at her local computer club. She is also the author of the award-winning blog Stirrup Queens. She earned her MFA from University of Massachusetts–Amherst.

Foreword xvi

Introduction to Interactive Fiction 1

Chapter 1 The Nuts and Bolts: Getting Started with Twine 5

Installing Twine 5

Starting Your First Story 6

Saving in Twine 9

Navigating Twine Menus 9

Getting to Know the Stories Screen 9

Getting to Know the Blue Grid Screen 9

Getting to Know the Hover Menu 10

Chapter 2 Using Choice to Create Agency 13

Designing Agency 14

Providing Clues 17

Crafting Meaning 18

World-Building with Optional Details 19

Using Choice to Affect Pacing 21

Imagining Different Choices 22

Giving Preference Choices 22

Giving Value Choices 22

Giving Adventure Choices 22

Giving Ethical Choices 22

Giving Cause/Effect Choices 22

Giving Exploratory Choices 23

Giving Obtainable Choices 23

Giving Directional Choices 23

Plotting Your Story’s Choices 23

Handling Endings 25

Using the Fan Story Shape 25

Using the Hourglass Story Shape 25

Delaying Branching 27

Creating Another Type of External Link 27

Chapter 3 Creating a Vivid Setting 29

Understanding the Importance of Setting 29

Creating Setting from Prompts 30

Adding Descriptions with (link:) 31

Repeating Text with (display:) 32

Setting Tips and Exercises 35

Writing What You Know 35

Being the Player’s Eyes 36

Considering What a Character Would Notice 36

Combining Motion with Surroundings 37

Using Your Other Senses 38

Considering the Mood of a Place 38

Drawing the Player’s Attention 40

Using Descriptive Words 40

Distinguishing Static and Dynamic Settings 42

Building a Map-Based Game 43

Creating a Maze 46

Chapter 4 Designing Puzzles 49

Finding Puzzle Ideas 50

Finding Puzzles in Everyday Life 50

Making Your Puzzles Matter 51

Building Puzzles in Twine 52

Finding the Starting Point and End Goal 52

Adding Layers to Your Puzzle 54

Finishing the Puzzle 58

Building Other Types of Puzzles 58

Using Macros and Hooks 59

Using Named Hooks 62

Chapter 5 Building Objects with Variables 67

Using Objects in Interactive Fiction 67

Building Interactive Objects with Variables 68

Creating a Variable 68

Changing a Value 69

Using Strings 70

Using Boolean Values 70

Using Variables in Passages 71

Building Conditional Statements 77

Adding a Conditional Statement 78

Adding More Than One Condition 81

Keeping Track of the Player 83

Setting Up Types of Quests 86

Writing Search Quests 86

Writing Fetch Quests 87

Writing Drop-off Quests 87

Writing End Quests 87

Writing Rescue Quests 88

Writing Escape Quests 88

Writing Transformative Quests 89

Writing Creation Quests 89

Chapter 6 Stasis, Catalyst, and Climax: Understanding Story Arc 91

Drawing a Story Arc 91

Understanding Time and Pacing 93

Making a Game with Story Arc 94

Opening a Game in Stasis 94

Continuing to the Catalyst 96

Building to the Climax 97

Returning Back to Stasis 99

Diagramming the Story 100

Extending Story Arc 102

Counting Turns with the (history:) Macro 103

Controlling Time with (history:) 104

Controlling Links with (history:) 105

Chapter 7 Exploring Interactive Fiction Genres 107

Managing Reader Expectations 108

Creating Chance with the (either:) and (random:) Macros 109

Using the (either:) Macro 109

Using the (random:) Macro 113

Delving into Genres 115

Exploring Horror 115

Exploring Fantasy 116

Exploring Science Fiction 117

Exploring Mystery 118

Exploring Espionage 118

Exploring Adventure 119

Exploring Magical Realism 120

Exploring Historical 120

Exploring Western 121

Exploring Nautical 123

Exploring Fairytale and Folklore 123

Exploring Mythology 124

Exploring Realistic Fiction 125

Exploring Other Genres 125

Understanding Motivations 126

Chapter 8 Constructing Believable Characters 127

Recognizing the Traits of Successful Characters 127

Using the (click:), (mouseover:), and (prompt:) Macros 129

Using the (click:) Macro 129

Using the (mouseover:) Macro 132

Using the (prompt:) Macro 137

Distinquishing Types of Characters 138

Limiting Characters 139

Creating a Clear Set of Traits 139

Setting a Goal 142

Being Vulnerable 143

Deepening Character Building 144

Assigning Purpose 144

Providing Exposition 145

Exploring Relationships 145

Chapter 9 Maintaining an Inventory 147

Managing Inventory with Arrays 148

Using Variables to Work Around Arrays 151

Using the (array:) Macro 154

Building a Basic Array 154

Adding Items to an Array 156

Dropping Items from an Array 158

Checking Strings in an Array 159

Checking the Array Size 161

Limiting the Array Size 161

Troubleshooting Arrays 162

Using the (count:) Macro 164

Utilizing Literary Techniques 165

Using Symbolism 166

Using Allegory 166

Using Simile 167

Using Metaphor 167

Using Analogy 168

Using Allusion 169

Using Irony 169

Using Hyperbole 170

Chapter 10 Achieving Proper Pacing 171

Understanding Plot 172

Setting the Pace with Language 177

Determining Description Amount 177

Employing Internal Thoughts 177

Leaving Information Unknown 177

Setting the Danger Level 177

Varying Sentence Length 178

Regulating Passage Length 178

Limiting Word Count 178

Using Sentence Fragments 178

Moving with Vivid Verbs 179

Utilizing Setter Links 179

Chapter 11 Foreshadowing Important Clues 183

Using the (append:) Macro 184

Using the (prepend:) Macro 187

Foreshadowing Clues 189

Dropping Direct Clues 189

Dropping Subtle Clues 190

Dropping Dream Clues 190

Dropping Feeling Clues 190

Dropping Red Herrings 190

Creating a Hint System 191

Including Inside Jokes and Easter Eggs 194

Chapter 12 Making a Role-Playing Game 195

Using the (datamap:) Macro 196

Adding Values to the Datamap 197

Removing Values from a Datamap 198

Using a Datamap for a Stat System 198

Establishing Class 199

Becoming a Wizard 199

Becoming a Knight 199

Becoming a Thief 199

Becoming a Healer 199

Becoming an Elf 200

Becoming a Dwarf 200

Coding Class Selection 200

Establishing Names 202

Establishing Personal Characteristics 203

Choosing Gender, Height, and Weight 204

Troubleshooting User Play Decisions 204

Establishing Traits 206

Deciding on Traits 207

Determining Hit Points 207

Making the Next Character 208

Wrapping Up the Opening 210

Limiting an Array 211

Chapter 13 Combat and Consequences in Role-Playing Games 213

Exploring the World 215

Using Personal Characteristics 215

Making Consequences 217

Using Traits 219

Using Items 220

Battling Monsters 223

Starting the Fight 224

Continuing the Fight 227

Solving Puzzles 229

Writing a Conclusion 231

Taking Your Role-Playing Game to the Next Level 231

Breaking Down Game Writing into Manageable Chunks 231

Chapter 14 Wiggling Words: Changing the Text Appearance 233

Changing Fonts 234

Adding a New Font 234

Designing Fonts 235

Picking a Font 236

Changing Text Style 237

Adding Style 237

Changing Understanding 238

Changing Size 239

Changing Text Color 240

Changing Text Transitions 241

Chapter 15 Story Style: Changing the Game Appearance in Harlowe 243

Navigating the Stylesheet 244

Setting Up Selectors and Declarations 245

Changing the Background 247

Changing the Sidebar 248

Changing the Font 249

Changing the Links 251

Getting Rid of Whitespace 252

Chapter 16 Adding Images in a New Format 253

Changing Over to SugarCube 254

Learning a New Macro Format 255

Deciding to Use Images 256

Knowing Which Image Files You Can Use 256

Enhancing Understanding with Images 257

Enhancing Player Mood with Images 257

Enhancing Game Play with Images 257

Adding Images to a Game 258

Sizing Images Before Uploading 258

Writing Image Code in a Passage 258

Using Images Creatively 260

Making Simple Links 260

Making Setter Links 262

Making Mouseover Clues 264

Chapter 17 Setting Up the Pre-Story, Central Story, and Post-Story 267

Learning New Macros 268

Using the <>, <>, and <> Macros 268

Using the <>, <>, and <> Macros 270

Using the <> and <> Macros 273

Designing the Pre-Story 275

Telling or Not Telling 276

Working the Backstory into the Game 277

Including Game Tutorials 278

Designing the Post-Story 279

Defining the Ending 279

Moving Beyond Happily Ever After 281

Making Sequels 282

Chapter 18 Developing a Strong Player Character 283

Using the <>, <>, and <> Macros 284

Learning the <> Macro 284

Learning the <> Macro 285

Learning the <> Macro 286

Using the <> and <> Macros 288

Learning the <