pseudavid

LD33

Late start

I’ll be writing a Twine game for my first Ludum Dare. My plan goes something like this:

  1. Write a few passages of game logic, totally isolated from the text.
  2. Write a few passages of text.
  3. Test the hell out of it.
  4. If it works, the development is done, since there will be little or no hardcoding of game logic within the game text. So I can write text and more text until the compo is done.

I hope to get to point 4 in the next 5 hours or so.

Tools: Twine, Twee2 (pretty new), Brackets, git, a Pomodoro timer.

Working title: Truth be untold.

Tags: interactive fiction, Twine

Gameplay mechanics halfway there

twine

That’s 2.5 hours of productivity. Crap.

Unlike typical Twine, Truth be untold will not use direct links from one scene to others. Because each scene will link to:

  • Only one scene, that will be the only option to go on.
  • This option will be randomly picked from a list of possible options.
  • The list of possible options will depend on the decisions taken by the player within the current scene and previous scenes.

After 2.5 hours, my game does all this:

  1. I can write a content passage that defines a whole scene:
    1. the description text
    2. the available decisions and their success chance
    3. the results of these decisions
    4. the possible places that the story can go next
  2. The game logic:
    1. picks the proper scene
    2. prints the text
    3. lets the player pick a decision
    4. picks a result
    5. prints the result
    6. picks one of the possible next scenes for the story
    7. links that scene to the player.

Which is, more or less, half of the game’s logic. Now what’s missing is mainly the “picks a result” part: it’s a random placeholder now. I have to define variables that track the player’s previous decisions along the game and pick a result of each new decision depending on that.

Isn’t this crap boring?

 

Tags: interactive fiction, Twine

Done with programming

3 hours later, I have progressed from 4 passages in Twine to 6 passages. Over the top productivity. Did I mention that I’m not a developer?ludumdare33-2

On the good part… I think all the programming is done. The game does all it’s supposed to do, and now I can actually write the stories that you play.

You’ll read a scene where you’re given a choice. A number of factors will affect the outcome of that choice, including the style of all the previous choices, the results of previous choices, chance, difficulty of each particular choice… The game recognizes whether you have met an NPC before or it’s the first time and their attitude towards you is considered.

So the rest of Ludum Dare for me is fiction writing almost totally. At last.

(On the other hand, fiction writing is the hard part. Oh shit.)

Tags: interactive fiction, Twine

29 Twine passages and counting

I don’t know if there’ll be a game at the end of the day, but some learning will have be done. (For example: Ludum Dare is for games that depend on a mechanic but not on content.)

ludumdare33-4

Tags: interactive fiction, Twine

Comments

23. Aug 2015 · 13:00 UTC
this is not necessarily the case. Last time I did a twine game and it was quite well recieved (top 100 for a few categories) keep going, I’m sure it’ll be great

Truth be unbound: recap 1

ludumdare33-4

Yesterday I couldn’t post anything during late-compo frenzy to get something shippable so I’m posting my recap now.

It was my first Ludum Dare, game jam, first finished Twine story, and here’s my biggest lesson:

Don’t do a game jam if you are gonna need a lot of content

That simple. In a 48 compo you can write some logic that luckily generates a lot of interesting gameplay combinations. You can add a bit of high quality content, or a bit more of basic content. But if your game depends on a large amount of content that you need to create manually, you are not going to make it according to plan.

 

Mechanics and content

Truth be untold

Truth be untold is a game about lying or telling the truth. It is more story-oriented than gameplay-oriented, but at the same time I think it has more mechanics than typical exploratory Twines. Each choice you take is calculated from multiple factors that include all your previous choices, NPC knowledge, randomness or a hardcoded level of difficulty.

This mechanics could allow for some interesting progressions. For example, you could get a NPC that initially doesn’t trust you to believe your first lies due to pure luck, increase his trust, and eventually be able to make her believe the craziest stuff you throw at her.

All the pieces are in place to get that kind of gameplay. But I would need to write a lot of different scenes of interaction with that character. Handmade content is needed to allow the gameplay to emerge. And good handmade content is exactly what you can’t deliver in a 48 hour jam.

Of course, I knew this, but I overestimated my writing speed.

(More later)

Tags: interactive fiction, Twine

Truth be unbound: recap 2

(Recap part 1)

Story and style

Truth be untoldLimited content may explain some of the writing’s inconsistent style. My idea was to be all over the place regarding story and style. The game is a biography with a pretty general theme (truth vs lies) and I intended it to touch lots of genres: school drama, teen romance, political thriller, silly over-the-top comedy, psychokiller horror and more.

Lots of alternative storylines were planned for each section of the game, so that the player in one playthrough could be a child animal harmer, a teen seducer and an adult psycho, and the next playthrough have him be a mischievieous child, a solitary teen and an adult corrupt politician.

This would be more obvious if all these storylines were available. But I wrote half of them.

Stop and plan

With 8 hours to go I was pretty sure I couldn’t do it on time. My writing grind to a halt. But then a couple of hours later I was churning out the least bad best writing in the game (late section, dear players; see if you find the nickname list). The trick is: stop and plan. I stopped improvising content, sat away from the computer, thought thoroughly the scenes I was going to write the rest of the day, wrote down some notes and structure and had the most pleasant time of the compo writing what I had planned.

Plan is an antidote for block

I don’t know if I’ll do a Ludum Dare again, but I’m really happy I did it and I’m not really disappointed with the results. Thanks everyone!

Tags: interactive fiction, Twine

How I planned Ludum Dare and what went totally wrong

A confession first: the subject and the mechanics of my Twine story for this Ludum Dare were decided and thought way before the theme voting started. It was going to be a story about the life of an ethically-challenged guy and a game about telling other characters tre truth or some lie and getting away with it.

twine

This was my game after 2.5 hour of work.

My intention was adapting the idea to the theme once it was announced. This was really a crazy bet: some of the most arcade-oriented themes would have forced me out of this Ludum Dare. Fortunately, You are the monster was the best theme for me, since my head was already full of storylines that allowed the character to become a child psycho, a teen womanizer or an adult corrupt leader.

Since I knew what I was going to do, I had a luxury that many participants lack: I could plan. This plan, that I laid down using Todoist, was the only game-related thing I did before the compo. It was also the most important thing I did.

 

First step: adapt idea to the theme.

I allocated 30 minutes for this, but used more like 30 seconds.

 

Second step: configure environment.

Not that Twine has a lot to configure, but I created a git repository. I also used the Twee2 tool to write Twine from a text editor, which had been released in alpha 3 days before. Twine writers: check it out.

 

Third step: code the game logic.

I allocated 5 hours for that, thinking that it would take 4. This is a hypertext game and the logic is absurdly simple, right? I spent 6.30 hours: 162.5% of my initial estimation.

hofstadters_law-355x239

Got image from http://ghiasi.org/2013/10/hofstadters-law/

First I worked fast enough, but then all the silly details like making sure variables are given a value at the beginning so there’s never a division by zero started raining on me. By the time I finished, I was a bit down. I had no idea what was coming.

 

Fourth step: put a debug method in

Twine has its own debug mode, but apart from that I wrote a footer passage that printed all the variables in a readable way. Twine writers: do this. And don’t forget to remove it.

 

Fifth step: write an awful lot of text

This is where everything derailed. I estimated 10 to 15 minutes to write each scene, averaging 200 words, no revisions, no care about style, just churn the bastards out. With that I expected to hit 50 scenes with ample time to rest. I wrote down the ideas for the storylines and started writing the story.

That night I had 13 scenes. Each one was taking 30 minutes at the very shortest: I was generating content 3 times slower than planned.

22 Twine passages. I'm writing way too slow. I'm not sure what I will be able to get done in time. #ludumdare #ldjam pic.twitter.com/K8AUZ32jVr

— Pseudavid Menti (@pseudavid) August 23, 2015

Why? Well, did I mention that I’m not a native English speaker? But that was a lesser problem than actually making up the story. Not having a tight plot but vignettes scattered across the whole life of the character left lots of room for improvisation, but my writing skills simply didn’t cut it. Hofstadter’s Law again.

Since content was needed for the player to appreciate the gameplay, I was in serious trouble.

 

Sixth step: polish the CSS a bit

Very easy part and a relief from the stajanovist story hell I had written myself into. Twine authors: Google web fonts are your friends.

 

Seventh step: write another awful lot of text

Until I broke down and thought of quitting. It wasn’t going forward.

 

Eighth step: lay down and plan again

feet-449163_1280

This saved my game.

When you’re so behind schedule that the schedule is going to go round the world and get you from the back, is taking a long rest at bed a fine idea?

Yes sir. I did and it saved my game.

All the time I had been writing from a loose and fuzzy list of story ideas. I had no measure of progress, no indicator of completion. That was what took my energy away.

So I lay down on the bed and thought of what I had left. I went through all my story ideas, fleshed them out and divided them into scenes. Then I went back to Twine, created the empty passages, went back to bed, thought of another block.

It took 2 hours but at the end I knew exactly what I was going to do.

 

Ninth step: write according to plan

Now I wasn’t just churning out content: I was filling some empty boxes. When all were filled, I would have a mininum viable game. A completion indicator totally changed my attitude. Soon I was writing the best and fastest text in the game. I knew when and how I was going to make it, and now it was only a matter of physical resistance.

Two hours before the deadline I finished the minimum planned game and could take some time to add extra content.

 

Tenth step: wrap it up and upload

Hint: Hosfstadter’s Law again! IT TAKES LONGER THAN EXPECTED.

The final Twine with its glorious 44 passages.

The final Twine with its glorious 44 passages.

A conclussion

I wrote some conclussions about content and jams here and here.

Had I not planned in advance, I would have not overcome the insecurity when I saw everything taking twice as long as expected.

I finally couldn’t test the game thoroughly. I barely found one bug, but the gameplay is not quite balanced and according to comments most players like the game but don’t get quite what they were expecting.

Yesterday I removed all the code, counted the words of actual game text and was totally amazed to find out that I had written 8,500 words. Lots more than I believed, quite long by Twine’s standards. I think that the biggest problem with my game is that it’s too short.

Tags: interactive fiction, Twine

Twine and hypertext games compilation

Here is the complete final list with all Twines and other hypertext games that I have found in LD33, for your playing pleasure.

 

Compo games

Truth be untold by Pseudavid (yours truly): http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57036

Loch Ness by filiph: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=42061

I hunger by David Yates: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=51459

A series of totally legit events by Slashee the Cow: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=29123

On the Growth of Ludum Dare and the Selection of Themes by Crowbeak: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=16689

Mega-Normous-All-Devouring-Beast-o-Saurus-Super-Evil-Angry-Hairy-Scary-Thing (Rampage Lord of the Darketty Dark) by garygreen: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=13914

Soul ownership by lowercaserho: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54907

You are awake by frokes: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=44142

Campaign trail OF BODIES by inurashii: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57795

 

Jam games

Intelligent solutions – Helpdesk by asentientpuddle: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57223

Don’t eat the kid by pancakecity: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=28537

A house story by Kate Kligman: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=27059

There are no monsters outside by Riadelva: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=58019

Dark entries by MechaTofuPirate: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55204

Revolution by dacharya64: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57413

Teratogenesis by MiloSomething: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57439

The chocolate effect by BitwiseStudios: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=50551

You, little monster by elefantopia: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=37031

Am I a monster? by Antokolos: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57023

Profession: Chair de poule by dunin: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=32902

Monster by Lou Byrd: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=58001

Tags: Twine