
Create a new passage and under “Tags” type “stylesheet” in all lowercase.įor more information, check out the Twine Wiki.

You can also edit the CSS of the webpage that your story will become. Type in “]” where you want the picture to appear. To add a picture, drag and drop it into Twine or go to Story and click Import Image. You can spice up your game by adding pictures or changing the style of the text. If you accidentally link to a Passage that doesn’t exist, the Passage will have an exclamation point in the corner. If you’ve done it right, the bracketed text will turn red. In the editor, the sentence will look like:ĭo you choose ] or ]? In the above example, the two phrases we want to link are “Door A” and “Door B.” Type double brackets before each phrase, then a bar (shift + backslash) and then the name of the Passage you want to link to. First, decide what text you’d like to hyperlink. Note: the first passage has to be called “Start.” Just don’t change the default! Remember that you can click-and-drag Passages around to arrange them in a way that makes sense to you. It’s a little tedious, but the more creative you are, the more fun you will have! Do you choose Door A or Door B?ĭo this for all of the note-cards you have created. There are two doors – one on the left and one on the right. You stand in the dark corridor, hearing only your labored breathing. Write each Passage as you want it to appear to your players. Create a Passage by clicking the icon that looks like a twinkly piece of paper. Now it’s time to convert your note-cards into Passages. Your first video game will cost you nothing but some time! Twine is free, so don’t worry about the price. You could title the note-card “Choice #1” and write on it “Character chooses a door.” Your next note-cards might be labeled “Door A” and “Door B” with descriptions of what happens behind each door.įirstly, you have to download Twine. For example, maybe your player’s choices begin with opening door A or door B. Take each note-card (or node in a mind map) and write down a short description of what happens. You could also use a mind-mapping program if you would like to plan digitally. If you’re visual like me, you may want to paste them on poster-board and draw in the connections. Because of the way Twine is designed, I recommend using note-cards. Twine works like those maps in movies that have push-pins connected with string – hence the name. Any artist will tell you that planning phases are very personal, but this is how I would recommend going about it the first time you create a Twine. This is the more involved portion of the planning stage. Then, after a week or two, look back on your ideas and choose the best one.

If you’re struggling at this step, I recommend carrying around a notebook and writing down any ideas that come to you. You have a unique story too, just waiting for you to reach out and grab it. Everyone can tell a meaningful story – Zoe Quinn rose to internet fame telling the story of what it’s like to struggle with mental illness through Depression Quest, which is arguably the most popular Twine. Plan your gameįirstly, you need a concept.

If you could write a children’s book, you can make a Twine. You don’t even need to know how to code – all it takes to make a Twine is typing words and adding brackets. It’s been described as a digital Choose Your Own Adventure novel. This guide will walk you through how to use Twine, a simple but powerful way to create video games or interactive fiction. You’re about to embark on one of the most exciting creative endeavors of the modern age – making a video game for others to immerse themselves in.
