N_Yah Wrote:The advantage of Twine is we can just play it without needing installers, versions and all the other hassles. It's a nice selling point to me. There's another HTML version of that I've seen but I don't know what it's called off the top of my head.
ArdenWolfwatcher Wrote:Pretty good. I enjoyed it.
Sierra Lee Wrote:Thanks, glad you enjoyed it!
I have a new question for anyone that cares to share their opinion. I'd like to focus on writing content, but before I can do that, I need to make some basic choices. Mainly, what game engine I'll be using.
So my question: What are potential engines? Opinions on the things I mention are also welcome.
I just tried out Twine, and it seems fine within limitations. I know about RAGS (seems messy/expensive), ADRIFT (clean, but old-school), and Ren'Py (set up for more graphics). I have used RPG Maker VX Ace, which has obvious strengths but lends itself to certain kinds of projects.
Some people might suggest I code my own, which I suppose isn't impossible. I've written RPG combat systems from scratch, but that was a long time ago and I'm not a professional coder. I'd probably look into something that has support for clean UI so I can get back to writing content sooner.
Those are the things that occur to me - what am I missing?
Elerneron Wrote:Have you tried the SugarCube header for Twine (not to be confused with the Sugarcane header that comes with Twine)? It greatly extends the versatility of Twine without the need to learn JavaScript. You can get it here: http://www.motoslave.net/sugarcube/
I'm actually making a very complex RPG with it and haven't had to learn the first line of JavaScript.
Sierra Lee Wrote:As for the good ending:Spoiler (click to show/hide):
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