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Discussion on: A Modern Developer's Workflow For Twine

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katafrakt profile image
Paweł Świątkowski

Interesting... I have always thought that graphic editor is the only point of using Twine. If you don't use it, you may as well use Ink or ChoiceScript (license aside). But now maybe I'll try to bear with Twee and try to build something in it.

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lazerwalker profile image
Em Lazer-Walker

A huge benefit of Twine/Twee over other choice-based IF tools is that it can produce fully-playable games by itself, rather than you needing to e.g. embed Ink within a Unity game to produce something that others can play. There are plenty of ways to produce narrative games in Unity without needing to write code (tools like Fungus come to mind) but that’s all still a lot more complex than being able to go directly from a Twine node graph or Twee script to playable HTML.

Being able to embed raw HTML/JS/CSS into Twine games also gives a great on-ramp to more custom behavior. As someone without much/any code experience, it’s easy to start by copy/pasting a few macros made by the community and slowly work your way up to adding more complex functionality, in a way that more closely resembles the accessibility of the Geocities-era web than modern game dev.