A few years ago I learned of a little HTML 5 game creation engine called Twine. Twine is built around building a little choose your own adventure type story or Interactive Fiction. I had played around with it in the past, but not made anything solid.
For this Halloween, I pulled it up and thought of a story from my past that I thought would make a pretty entertaining little narrative. The names have been changed (and maybe the particular place we visited) but it remains true to the San Antonio folklore scene.
I am really pleased with how my first Twine story turned out. I have a book at home on how to make different styles of interactive fiction, so I am looking forward to deep diving into it and crafting other types of narratives.
The big take away from working on this project was planning. The dialogue had to fit into certain spots or the narrative wouldn’t flow. I think by planning out a decision tree before opening up the program, I can determine what choices the player can make and then modify the passages within the game to fit the decision tree.
Additionally, I need to think about work count early on. The first few passages are long as they build up the exposition. The later passages are short because the action and decisions are taking place. I need to find a way to disrupt those early passages so they do not take up too much screen space and remain balanced with the subsequent action and decision-based passages.
Lots to learn, but it was fun to create something during Halloween while waiting on trick-or-treaters.