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 Post subject: Twine 2 organization
PostPosted: Fri Oct 19, 2018 2:10 pm 
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Joined: Tue Oct 16, 2018 9:30 am
Posts: 1
I've learning Inform7 and Twine2 the past week or so, and I finished a test project in Twine.
It's here: http://kevinpatrick.info/IF/Welcome%20t ... 20WV..html

It's a draft, lots of warts.

My question was about the attachment, which is a screenshot of the Twine2 interface. I didn't really have a plan for organizing this it just kind of sprawled. Is there a best practices guideline for how keep your passages straight?

I noticed a similar problem for me in Inform7, is that you're a bit forced into a linear organizational scheme. Twine2 is a little freer in that regard, but I still don't quite grok good organization in either.

Any suggestions are appreciated. Thanks!


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 Post subject: Re: Twine 2 organization
PostPosted: Sat Oct 20, 2018 11:05 am 
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Joined: Mon Aug 28, 2017 12:07 pm
Posts: 53
The following articles apply to organization strategies:

https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/
http://www.markbernstein.org/Sep18/ArticulationPoints.html
https://emshort.blog/2016/11/05/small-scale-structures-in-cyoa/

Quote:
I noticed a similar problem for me in Inform7, is that you're a bit forced into a linear organizational scheme.


Yeah, I noticed that about Inform7. What you are creating has non-linear structure and yet the source code looks linear. It isn't, but the layout makes it look that way. The index helps, but doesn't go far enough. When I read the source code, I sometimes feel like I'm drowning in a sea of words.

TADS does a better job at exposing the structure, but at the cost of a novice drowning in a sea of curly braces.

The Twine interface, on the other hand, exposes structure beautifully. I am in awe of it's UI. Basic twine has a 1-minute learning curve, which is just amazing to me.

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"She is not refined. She is not unrefined. She keeps a parrot."


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