A Total Beginner’s Guide to Twine 2.1

I’m (still) obsessed with Twine. I love that it makes it easy for regular people to make interactive stories and videogames. I love that it publishes to standard web formats like HTML, CSS, and JavaScript. I love that it’s been embraced by outsiders and badasses of all stripes. Maybe most of all, I love that it gives English undergrads a really good reason to learn some coding and programming. Here are some guides I’ve put together for my students in ENGL 563, “Introduction to Digital Humanities,” to get them started with Twine. These guides assume some basic familiarity with HTML and CSS. If you don’t have this, I’d recommend checking out my Total Beginner’s Guide to HTML + CSS (or any one of the countless introductions to these topics available online.) For now, I have four guides: Getting Started: Passages and Links Making Your Game Look Awesome with CSS Adding Images and Music Variables, Conditionals, and Programming   Note: If you’re looking for my older guides to Twine 2.0, they now live here. 1. Passages and Links This guide explains what a passage is in Twine and how to create links between them. These instructions apply to any story format in Twine, including the default Twine 2.1 format, Harlowe, and my preferred story format, SugarCube 2. Download PDF Version: Getting Started with Twine The concept of a passage Twine games are made up of “passages” — discrete chunks of texts. (In classical hypertext theory, these are called “lexias.”) Playing a Twine game involves moving from one passage to another. Passages have two elements: a name and content. The passage name is never shown to the player; it’s just used behind the scenes to guide the reader on their path through the game. The content, on the other hand, is what the user … Continue reading A Total Beginner’s Guide to Twine 2.1