For my last blog , I am going to reflect on my experiences using Twine. Twine is a good platform for developing games due to its being relatively user friendly and accessible. The down load for twine is quick easy and requires little space on a person’s computer. This increases accessibility by minimizing hard ware requirements so even the potatoes can run Twine. Twine is also able to be used on almost any operating system, or in the case of Chrome books, there is even a web-based version. For running games, Twine generates an html page so that it can ran on any computer with a web browser, making it not only accessible to its creators but also its players.
In order to create a basic game, a user only needs to know a few Twine native commands. Making the learning curve to getting used to Twine start very low. The other advantage of Twine piggy backing off of html is that it is not uncommon for someone to already know, but also very easy for a beginner to get to for formatting out passages. This also allows for twine games to become very complex if the develop desires, not only can they leverage Twine’s built in variable system but they can use JavaScript to create custom scripts for their game.
Twine has several different styles of native coding it allows. At first glance this seems like a great addition because a developer can choose the style that fits their needs the best. This has its drawbacks though, it is not always clear which style the editor is using and when trying to find documentation and resources on Twine elements the different frameworks are mixed an matched together. This brings us to Twine’s documentation. While it does explain the basic concepts behind different elements. Many times the documentation is very brief and hard to navigate.
Adding external files can be very frustrating. Twine 2 does not allow the user to add any extra files in to the project they are working on, so all images must be uploaded to 3rd party websites and scripts must be typed directly into the passages. This could be seen as an advantage, since developers do not need to understand how to path to other files, but I would say it is an overall detriment. It makes adding any content outside of basic html and text a slight pain.
Overall I enjoyed developing with Twine, its simple design makes it easy to create basic stories, while the technologies it leverages makes it so that the developer can make much more than just a simple visual novel. After using twine for this course I want to continue using it to see how complex of a game I can make.