Week 2
Right now it's not so much a game as much as it is an interactive game design doc.
Stuff is constantly changing, I'm constantly revising and re-writing text as I go through and test different bits of code to add functionality. I'm also styling stuff as I go; the datapads are new. Basically this is my version of the books in Skyrim or the terminals in The Outer Worlds. I'm a sucker for flavor text. The data pads are entirely optional, but if you pick them up, they alter bits of the text in certain areas. You don't actually have to read them if you don't want to. But if you do not pick them up, then you get a much less fleshed out version of the station. They will be the cornerstone to the Inventory system, once I figure out how I'm going to code that.
The Inventory system isn't quite what I want it to be... That is to say, it's not functional right now. Still fiddling around with the code on that one. Twine is difficult when doing a bunch of custom code because the passage editor doesn't have syntax highlighting. Depending on how intricate everything gets, I looked into setting up a VSCode workflow with either Tweego or Extwee. So I wouldn't be using the Twine graphical editor at all, I would just be writing it all in code. Which is fine with me because I'm constantly exporting to html, interacting with it in my browser to see what errors and reading my console logs to make sure all the variables are playing nicely. I think if Twine had a more accessible modern workflow, it would probably be a more popular tool.
My only formal training in programming was at the end of 2022, I took a frontend course. It was relatively easy because I have been playing around with setting up websites since high school (so over 20 years at this point.... Shhh! Don't tell anyone.) In that respect, Twine/Twee is the perfect tool to use, but we didn't spend any amount of time with jQuery, it was just a basic overview. I'm doing everything in this project in Snowman, I like the fact that it's just stripped down and I can build my own thing with relatively vanilla JavaScript.
If anyone is interested in the project, or has any questions, I'm happy to answer them. I'm right in the middle of setting up a git repository to work on it with a modern workflow, and just deal with it as Twee code instead of working in the Twine editor. I'm developing on Debian 12... For some reason Tweego does not like being symbolically linked to the /usr/local/bin directory so that I can envoke it from any directory. However, extwee seems to work fine, since that's an npm package, which I'm more familiar with since I've never dabbled in golang.
Files
The Last Engineer
A text adventure built in Twine, inspired by atomic age/pulp and hard sci-fi.
Status | Prototype |
Author | berkough |
Genre | Interactive Fiction |
Tags | Sci-fi, Twine |
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