Experience using twine

At first when I heard about the interactive story project, my first thought was to use a programming language like java or python, since I already have experience with them, but good thing I did not, because I just felt like it would have been a lot of work. Because twine made it easier to do a lot of stuff I needed, and it was very easy to learn.

If I had used java or python, I just feel like I would not have completed my project, and I would still be working on it now. I can’t even imagine how the code would have looked, because it would have involved a lot of if statements, and keeping track of everything would have been tiring. While yes, if I had used the programming languages, my story would probably have had more interactivity, where your actions in the past, actively affect what you is going to happen in the game, I just felt like that was something that I was willing to give up for an easier development experience.

Some of the interactions that I had with twine(i.e hovering over text, and it revealing something) only took at most 2 lines of code, but if I had tried to implement it myself, it would have been way longer.

While Twine had its downsides, like the fact that it didn’t have spellchecking, so I had to edit in google docs before pasting it in twine, or the fact that if you wanted to see arrows between passages, you had to make sure the passage had the same name as the link (there probably was a way to fix this, but I was too lazy to find it). It was still a pretty solid platform to develop in, and it does what it was made for (i.e creating interactive stories) pretty well.


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If you’ve lost your way in the IFStravaganza, you can always go back to the beginning.

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