- Jun 14, 2017
- 90
- 360
1.1) I used Twine in the beginning, but you can't pass variables back and forth between twine and JS, and update them. So having any game mechanics in Twine that are not just story and multiple options based is out.
2) I haven't added stuff like "game gets harder closer to victory", maximum I have had was 2 streaks of blackjack in a row, I think you were just unlucky .
3) Would making the images the same size make the layout better? Any other suggestions for how to make it better?
4) I don't think there are games that only run on html, the JS is either included inside the html itself or linked to inside the html. This is the case for Twine games.
5) The idea was this (actual spoiler for future content):
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Your comments here indicate you have ZERO idea how twine works, or even a remote idea what it is capable of. You aren't supposed to use raw JS for variables or actual code in twine (although you can technically do so, via making a 'script' passage to manage your JS, but that is... limited). You use the modified libraries provided, typically sugarcube, in order to embed code that does in fact allow you to manage variables, and outputs to a singular html file. The comment that you can't have 'any game mechanics in Twine that are not just story and multiple options based' is utterly inaccurate. Go look up the game 'freecities'. That was done in Twine, and has a lot more complex stuff going on than 'lol linear choice based' the way you are ignorantly claiming is where twine's limits are. It's capable of a lot more than straight forward CHYOA stories.
2. I played through multiple times, and had a ton of instances where I saw LONG streaks of abnormal highs or lows, and pretty frequently saw double blackjacks from both dealer and gambler. I also noticed a consistent trend of the game generating more consistent highs for the dealer when they were lower in remaining cash, and causing sudden streaks of busts to occur on gambler side in same scenario. Even if the code technically isn't biased, it VERY easily gives that impression that it's being unfair, and that is something you want to avoid. Your comment here comes across as being overly dismissive, tbh.
3. Same size images can help, as can not flooding the player with images. Structuring the text passages better around the images would also be a massive help. The core 'system ui' is itself pretty bad. You should also really look at automating save management, or at least changing the save location to be specifically in the same folder as the game's HTML.
4. Never said it wasn't. The difference is that Twine is an established engine that is much easier to manage than creating your own structure solely via raw JS code. It's quicker, it has better built-in sanity checking, and has changes to make functions easier, as well as being easier for players to interact with, or even provide bug reports/code fixes for. There is a reason it is highly used, and it is a lot more versatile than some people give it credit for.
5. Then what, on gods green earth, is the purpose of giving that 'choice' at the beginning, other than to annoy players and waste their time? What is the purpose of adding choices that functionally are not a choice?
There is literally nothing in your game at the moment, that couldn't be done in Twine, with twine's default presentation leading to a better presentation than what you have cobbled together.