Writing Interactive Fiction with Twine

Writing Interactive Fiction with Twine

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 411 p.
  • 言語 ENG
  • 商品コード 9780789756640
  • DDC分類 006.786

Full Description


Writing Interactive Fiction with TwineIf 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

Contents

Foreword xviIntroduction to Interactive Fiction 1Chapter 1 The Nuts and Bolts: Getting Started with Twine 5Installing Twine 5Starting Your First Story 6Saving in Twine 9Navigating Twine Menus 9Getting to Know the Stories Screen 9Getting to Know the Blue Grid Screen 9Getting to Know the Hover Menu 10Chapter 2 Using Choice to Create Agency 13Designing Agency 14Providing Clues 17Crafting Meaning 18World-Building with Optional Details 19Using Choice to Affect Pacing 21Imagining Different Choices 22Giving Preference Choices 22Giving Value Choices 22Giving Adventure Choices 22Giving Ethical Choices 22Giving Cause/Effect Choices 22Giving Exploratory Choices 23Giving Obtainable Choices 23Giving Directional Choices 23Plotting Your Story's Choices 23Handling Endings 25Using the Fan Story Shape 25Using the Hourglass Story Shape 25Delaying Branching 27Creating Another Type of External Link 27Chapter 3 Creating a Vivid Setting 29Understanding the Importance of Setting 29Creating Setting from Prompts 30Adding Descriptions with (link:) 31Repeating Text with (display:) 32Setting Tips and Exercises 35Writing What You Know 35Being the Player's Eyes 36Considering What a Character Would Notice 36Combining Motion with Surroundings 37Using Your Other Senses 38Considering the Mood of a Place 38Drawing the Player's Attention 40Using Descriptive Words 40Distinguishing Static and Dynamic Settings 42Building a Map-Based Game 43Creating a Maze 46Chapter 4 Designing Puzzles 49Finding Puzzle Ideas 50Finding Puzzles in Everyday Life 50Making Your Puzzles Matter 51Building Puzzles in Twine 52Finding the Starting Point and End Goal 52Adding Layers to Your Puzzle 54Finishing the Puzzle 58Building Other Types of Puzzles 58Using Macros and Hooks 59Using Named Hooks 62Chapter 5 Building Objects with Variables 67Using Objects in Interactive Fiction 67Building Interactive Objects with Variables 68Creating a Variable 68Changing a Value 69Using Strings 70Using Boolean Values 70Using Variables in Passages 71Building Conditional Statements 77Adding a Conditional Statement 78Adding More Than One Condition 81Keeping Track of the Player 83Setting Up Types of Quests 86Writing Search Quests 86Writing Fetch Quests 87Writing Drop-off Quests 87Writing End Quests 87Writing Rescue Quests 88Writing Escape Quests 88Writing Transformative Quests 89Writing Creation Quests 89Chapter 6 Stasis, Catalyst, and Climax: Understanding Story Arc 91Drawing a Story Arc 91Understanding Time and Pacing 93Making a Game with Story Arc 94Opening a Game in Stasis 94Continuing to the Catalyst 96Building to the Climax 97Returning Back to Stasis 99Diagramming the Story 100Extending Story Arc 102Counting Turns with the (history:) Macro 103Controlling Time with (history:) 104Controlling Links with (history:) 105Chapter 7 Exploring Interactive Fiction Genres 107Managing Reader Expectations 108Creating Chance with the (either:) and (random:) Macros 109Using the (either:) Macro 109Using the (random:) Macro 113Delving into Genres 115Exploring Horror 115Exploring Fantasy 116Exploring Science Fiction 117Exploring Mystery 118Exploring Espionage 118Exploring Adventure 119Exploring Magical Realism 120Exploring Historical 120Exploring Western 121Exploring Nautical 123Exploring Fairytale and Folklore 123Exploring Mythology 124Exploring Realistic Fiction 125Exploring Other Genres 125Understanding Motivations 126Chapter 8 Constructing Believable Characters 127Recognizing the Traits of Successful Characters 127Using the (click:), (mouseover:), and (prompt:) Macros 129Using the (click:) Macro 129Using the (mouseover:) Macro 132Using the (prompt:) Macro 137Distinquishing Types of Characters 138Limiting Characters 139Creating a Clear Set of Traits 139Setting a Goal 142Being Vulnerable 143Deepening Character Building 144Assigning Purpose 144Providing Exposition 145Exploring Relationships 145Chapter 9 Maintaining an Inventory 147Managing Inventory with Arrays 148Using Variables to Work Around Arrays 151Using the (array:) Macro 154Building a Basic Array 154Adding Items to an Array 156Dropping Items from an Array 158Checking Strings in an Array 159Checking the Array Size 161Limiting the Array Size 161Troubleshooting Arrays 162Using the (count:) Macro 164Utilizing Literary Techniques 165Using Symbolism 166Using Allegory 166Using Simile 167Using Metaphor 167Using Analogy 168Using Allusion 169Using Irony 169Using Hyperbole 170Chapter 10 Achieving Proper Pacing 171Understanding Plot 172Setting the Pace with Language 177Determining Description Amount 177Employing Internal Thoughts 177Leaving Information Unknown 177Setting the Danger Level 177Varying Sentence Length 178Regulating Passage Length 178Limiting Word Count 178Using Sentence Fragments 178Moving with Vivid Verbs 179Utilizing Setter Links 179Chapter 11 Foreshadowing Important Clues 183Using the (append:) Macro 184Using the (prepend:) Macro 187Foreshadowing Clues 189Dropping Direct Clues 189Dropping Subtle Clues 190Dropping Dream Clues 190Dropping Feeling Clues 190Dropping Red Herrings 190Creating a Hint System 191Including Inside Jokes and Easter Eggs 194Chapter 12 Making a Role-Playing Game 195Using the (datamap:) Macro 196Adding Values to the Datamap 197Removing Values from a Datamap 198Using a Datamap for a Stat System 198Establishing Class 199Becoming a Wizard 199Becoming a Knight 199Becoming a Thief 199Becoming a Healer 199Becoming an Elf 200Becoming a Dwarf 200Coding Class Selection 200Establishing Names 202Establishing Personal Characteristics 203Choosing Gender, Height, and Weight 204Troubleshooting User Play Decisions 204Establishing Traits 206Deciding on Traits 207Determining Hit Points 207Making the Next Character 208Wrapping Up the Opening 210Limiting an Array 211Chapter 13 Combat and Consequences in Role-Playing Games 213Exploring the World 215Using Personal Characteristics 215Making Consequences 217Using Traits 219Using Items 220Battling Monsters 223Starting the Fight 224Continuing the Fight 227Solving Puzzles 229Writing a Conclusion 231Taking Your Role-Playing Game to the Next Level 231Breaking Down Game Writing into Manageable Chunks 231Chapter 14 Wiggling Words: Changing the Text Appearance 233Changing Fonts 234Adding a New Font 234Designing Fonts 235Picking a Font 236Changing Text Style 237Adding Style 237Changing Understanding 238Changing Size 239Changing Text Color 240Changing Text Transitions 241Chapter 15 Story Style: Changing the Game Appearance in Harlowe 243Navigating the Stylesheet 244Setting Up Selectors and Declarations 245Changing the Background 247Changing the Sidebar 248Changing the Font 249Changing the Links 251Getting Rid of Whitespace 252Chapter 16 Adding Images in a New Format 253Changing Over to SugarCube 254Learning a New Macro Format 255Deciding to Use Images 256Knowing Which Image Files You Can Use 256Enhancing Understanding with Images 257Enhancing Player Mood with Images 257Enhancing Game Play with Images 257Adding Images to a Game 258Sizing Images Before Uploading 258Writing Image Code in a Passage 258Using Images Creatively 260Making Simple Links 260Making Setter Links 262Making Mouseover Clues 264Chapter 17 Setting Up the Pre-Story, Central Story, and Post-Story 267Learning New Macros 268Using the <>, <>, and <> Macros 268Using the <>, <>, and <> Macros 270Using the <> and <> Macros 273Designing the Pre-Story 275Telling or Not Telling 276Working the Backstory into the Game 277Including Game Tutorials 278Designing the Post-Story 279Defining the Ending 279Moving Beyond Happily Ever After 281Making Sequels 282Chapter 18 Developing a Strong Player Character 283Using the <>, <>, and <> Macros 284Learning the <> Macro 284Learning the <> Macro 285Learning the <> Macro 286Using the <> and <> Macros 288

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