A Campfire Tale - WIP updated 17 May 2025

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 work in progress image

Yesterday, I reported on my progress coding my current game. This morning, I spent a couple hours working on this, and finished coding all item combinations of objects paired with water from the MC's canteen.

This added a few more Kb to story-text and twinescript, and brought total words just north of 9300. You can click the inline image above to view a higher resolution screenshot in another browser tab.

I likely should have forged ahead at that point, but I wound up reading another chapter in a book, then took a nap. And this evening, we're going to a benefit auction — just about an hour from now, in fact.

Something I've noticed: if you need a block of Twinescript involving only plain text, links and story variables, you can store it in a setup function. The real benefit in doing so would be if you're going to use that block in different places in your twinework:

An update on my WIP Twinework in Sugarcube

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 work in progress image

I recently reported on my blog about my WIP, A Campfire Tale. That was two days ago. Since then, I've made significant progress. In the past two days, I've added about 7Kb of a combination of narrative and Twinescript.

The last forty-eight hours' work has been on I guess what could be called my first puzzle of the game (and, indeed, or anything I've ever coded). Basically, I'm trying to set up some inventory-manipulation to make the player feel clever while advancing the story.

So far, I've implemented examining items, and I'm working on item combination logic.

A Campfire Tale as of Mid-May 2025

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I'm at 41 passages on my Twine WIP, "A Campfire Tale", and currently I'm spending some time building an Action/Object system in passage EscapeFrom.

Here is some code from that passage. To date, I've got it working to show appropriate long descriptions for objects that I select with a hyperlink click:

Setting a brevity toggle in Sugarcube

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In A Campfire Tale, early on I got a little implementor-happy (as in trigger-happy) and implemented a brevity toggle. Below, I show the toggle (from the JS section of our story), and then an example of using this in a passage:

A Sugarcube Widget to Display Debug-Mode Message

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Here's a widget I wrote on 5/8/25 to display helpful developer messages during the development phase:

Obviously, this widget relies upon a story variable, $releaseVersionOfGame, because it checks this boolean. Ideally, this boolean would be set in passage StoryInit in your Sugarcube game.

Then, whenever you want to show a message in a passage (for instance, to reassure yourself that $inventory has the contents you think it has), you do something like this:

Sugarcube Permit Saves Only in Checkpoint Passages

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To permit save-games to be created only in passages tagged checkpoint, add the following to your game's CSS:

Using Rez on Windows

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I was able, using the instructions found here to get Rez working on my Windows machine. The creator of Rez has been very encouraging, and I'm thinking about devoting some considerable time and effort to learn to use this tool.

Future Twine Titles

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Adrift Until A Tad Bit Informed
Ancient Writings, Strange Births
At My Feet In Ashes Lay
Better Than Nothing
Fantabulous
Far Gone The Time
Good, Wise, And Perfect Reasons
I Write In Twine Now
I'll Leave It All To Chance
My Undiminished Foe
Night Inevitable
No Courage Dries My Tears
Nothing Broken In Heaven
Ocean Beyond All Others
Only In Extremis
Practicing the Pause
Redrum In Rebma
Reinvigora
Silent Men Full Of Lessons
Since The Time Of The Devarim
That Which Crowned Our Past
The Affection I Once Bore You
The Fractal King
The Hammer That Shatters Glass, Forges Steel
The Winds of Fortune
There Are No Monsters
Too Much Baby Inside Me
Unexpected Benefits of the Apocalypse
Waiting For Sonus
Where The Dead Men Speak
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