Untitled Space Game: Dev Diary 2
I decided to go with Twine because it's (fairly) easy to pick up, and it reminds me of making way too many text adventures in BASIC on a Commodore +4. I knew going in that it was (in theory) mainly designed for interactive fiction, and you had to sort of bash things into shape in another direction if you wanted to make a game - or at least something people more readily associate with a game. First time around, I just couldn't work out how to make it do what I wanted. When I returned, there were now multiple versions galore. The default version, Harlowe, seemed to have more features. I just sort of vaguely assumed it would now be very easy to add additional elements like audio and visuals. Whoops. As it happens, I realised about 40 locations deep that actually I should probably be using the version called Sugarcube. Why search desperately for code that allows me to save and load games, which may not even work anymore, if it does this in Sugarcube by default? Why struggle with au...