Originally I was doing this manually:
[hell.png]
The new method is taking advantage of some coding Twine has built in, which allows you to keep track of characteristics, so the game can have a money system, keep track of if you've picked up certain items, etc, and change dialogue based on this.
This allows me to keep track of personality traits and give a more personalized end result while keeping the behind the scenes tidier and easy to work with. (It looks the same to the player, but with less of a chance of mistakes since I don't have to spell check 10000 passages.) The traits I'm using are Passive, Aggressive, Curious, Cautious, Fun, and Serious.
[new structure]
I've also been working on the style sheet to make the game more interesting to look at than black text on a white background. I'll look at adding more once I've got all of the technical side sorted.
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