Is it recommended to use something Twine if I actually have web development experience?

gansh

New Member
Nov 9, 2019
1
0
I'm just here to weigh my thoughts on development, can anyone with programming knowledge tell me if using something like twine is worth it compared to just javascript. There are definite pros and cons to something like that but if I'm literally already speaking javascript will i have a better time? I guess something like that kobold game compared to any of those twine ones.
 

shark_inna_hat

Active Member
Game Developer
Dec 25, 2018
705
2,765
Twine has a nice ecosystem and userbase and many tools that can be used to speed up creating a game. Many common problems are solved, packaged and documented so you don't have to re-invent intermediate formats, saving, loading, parsing etc.

If your game idea fits into the twine/sugarcube frame - use it.
If you want something unique and different - a VN engine is something relatively simple, a few thousand lines of code should be all you need (my engine is ~400 lines of html, ~1500 lines of css and ~3500 lines of script, with half of that being comments).

The thing with writing your own engine is that it probably won't end just on the engine part, you will want your own tools to help writing and planning the plot, design npc, items, encounters, maps, levels, monsters, etc. That will take more time than just writing the engine part of the engine - it did for me.

So, speaking from the perspective of someone who looked at twine/sugarcube and decided against it to build my own thing from the ground up - I do not regret that decision... but then again, I've written it in Python/Brython - if I had to use js I'd probably bite my own fin off.
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,547
4,630
If this is your first attempt at a game, use the simplest possible tool for what you want to do. Anything that makes it difficult while you are still learning will sap your sense of progress and you'll most likely quickly give up.

The first game you make is to gain experience, not to create your final, greatest work that will stand for a 1000 years like a colossus of creativity. Keep it so simple you can explain the plot in one paragraph, count the characters on less than one hand, and make the gameplay short enough you can play through in an hour at most. Just get it done and ship it out. You'll either fail to finish, and discover that making games is not for you. Or you'll complete it but never want to do it again. Or just maybe, you'll discover a new, fun hobby you need to hide from your wife.

Knowing how to webpage means you've had some (or lots) of exposure to real-world development processes, and skills like understanding project management, breaking up work into achievable chunks, asset management, source code control, testability etc are all valuable.

But none of those are as valuable as mindless, unending enthusiasm and ability to keep working at the goal, spending 1,2 hours a day, every day, for a LOOOOONG time. because that's what it takes to make a medium to large game.

If your game idea is a Choose-your-own-adventure (CYOA) style game, with only text, or mainly text and some images, then Twine/Sugarcube is perfect.
If you want some sort of JRPG style movement/dungeons/battles/inventory, use RPGM.
If you want a Visual Novel style, with full screen images and a dialogue box at the bottom, use Ren'py.
If you are crazy/russian/sado-masochist, use QSP.
If you're a non-russian crazy sadomasochist, write your own game engine :)ROFLMAO: apologies to shark_inna_hat).