Shepherds of Haven (Posts tagged resources)

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

I happened to see a new open-source text-based interactive fiction engine on Reddit, in case anyone is interested! It seems ideal for anyone wanting to make Disco Elysium-style text-based games and looks very stylish as well as easy to learn! 👀

image

https://www.reddit.com/r/interactivefiction/comments/1u2xha0/andstar_plain_text_engine_for_disco_elysiumstyle/

I hope it's helpful for anyone thinking of wanting to make their own game! it looks like a cross between twine and ink! resources coding programming interactive fiction andstar

Anonymous asked:

Hey there Lena !
Currently trying to learn Java (HAHAHAHA I'm in hell.) to make my own game eventually ! I wanted to ask how you made yours ? Did you use Java ? Sugarcube ? How did you get the UI to be... Like the best UI i've ever seen ?

Hi, JavaScript (and I presume Java) is hellish, so I wish you luck with that! 🫡 And I go into the code I used to make the Shepherds Twine version here! The game engine is Twine Sugarcube, which breaks down into three components:

  • HTML. If you think of the game as a body, HTML is the skeleton: it determines the structural arrangement of the UI and its layout (where boxes and buttons and navigation bars go; is your “home button” at the top or bottom of your screen, is your navigational menu at the top of bottom, etc.?) Once you get your UI set up in an arrangement/layout that you like, you hardly need this again. There are Twine templates floating around on itch.io and other spaces that wonderful creators (who have a better grasp on this than me) share freely: I credit the one I used as a jumping off point for Shepherds in the game’s credits, so I myself didn’t start here entirely from scratch!
  • CSS. CSS is the ‘skin’ of the game, the cosmetic features that make it look pretty instead of a cluster of plain text, shapes, and buttons. Colors, images, borders, certain cosmetic effects like glowing on hover, and basically all cosmetic features are written in CSS. This is probably what you want to focus most on if you want your UI to be really aesthetic! (Brutal honesty: I absolutely hate it and it took me over a year to painstakingly learn it and refine the game’s UI over time–maybe even more. I try to blank that period of time out…)
  • JavaScript. I believe Twine Sugarcube (which is one of several Twine sublanguages) is the only one that incorporates JavaScript, which makes it the most flexible of the Twine story formats, but also probably the most intimidating for new beginners. JavaScript is the 'brain’ of the game, the thing that–at its core–determines most actual game behavior. It’s the stuff that drives the mechanics under the hood. In actuality, Twine Sugarcube itself already uses basic JavaScript for its commands (variables are defined as $firstname is “Honor” or $sword is true, conditionals are things like <<if $firstname is “Honor”>><<set $courage to 50>><</if>>, which is basically JavaScript under the hood). If you want to make some of the more advanced features, like a codex that shows each entry without loading a new passage, or the interactive map, that requires more advanced JavaScript!

I hope that helps! And sorry if I’ve explained anything inaccurately, I am not a programmer by trade or profession, so I’m only explaining how I think of things from my self-taught perspective! 😅 I wish you luck with your own game endeavors, and thank you so much for your kind words about Shepherds too!!

Shepherds of Haven Twine Twine Sugarcube resources coding writing writing tips writing advice

Anonymous asked:

Can I ask you more about how you did the twine version of the game? Mainly what coding program did you use (I am new to coding and not sure which program might be good for a beginner/worth learning)? I really love the card part of your game.

Hi, I talk more about what coding resources and languages I learned for the Twine version of the game here! I really recommend reading that post if you haven’t read it already!

To make the Shepherds Twine version, I used Twine SugarCube, which is the most expansive and flexible but arguably the most ‘advanced’ version of Twine. (Other Twine formats include Harlowe, Snowman, and Chapbook.) If you have a long-term vision for your game and think it will require advanced features, as Shepherds did, starting with SugarCube is the most “efficient” way of doing things: it’s a steeper learning curve, but it ensures that you won’t have to switch to a different format down the road in order to add more complex features. If you’re just starting out and want to learn how to code interactive fiction, period, starting with Harlowe is probably less intimidating and may help you get a grasp of the basics of IF better!

Likewise, if you just want to learn how to code, starting out with the visual Twine 2 native app (where you code in little boxes as part of a branching tree) is probably best!

If you want to make a Shepherds-like game right out of the gate, I used TweeGo, which is more similar to ChoiceScript’s CSIDE: it’s a compiler that allows you to write all of your code in a text editor like NotePad or Sublime Text, and then just run the game from those text files, “compiling” them all into a single playable game file. If you’re asking me, TweeGo is absolutely necessary if you’re making a huge text RPG like Shepherds. After a certain point, all of the little text boxes and choice boxes in the Twine app won’t be able to handle–I don’t know–over 100,000 words? That’s an arbitrary number, I haven’t tested it myself, but I know that after a certain point, trying to open so many choices and passages will just turn your computer into an oven, if not crash the program altogether, so writing in plain text files through TweeGo becomes absolutely necessary if you have ambitions to make a large Twine game. Otherwise, the Twine 2 app works very well for beginners, game jams, or more typically-sized Twine games!

If you want the technical details, I use TweeGo in a version of this workflow (beware, this will look very confusing and intimidating if you’re new to programming and development), and I use VS Code as my text editor to write in. It even has a handy syntax highlighting for Twine that you can install!

If you want a very simple tutorial on how to set up and install Tweego rather than doing it my way (which I don’t think is necessary for a beginner), @manonamora-if made a wonderful, easy-to-use tutorial and installation guide here!

As for the cards, those were made with a mix of JavaScript, HTML, and CSS, all of which becomes necessary to know when making a Shepherds-like game in Twine! If you’re cool with starting out with something simpler, I wouldn’t worry too much about all that and just focus on getting the basics of IF coding and writing down, first!

I hope that’s helpful! And thanks for enjoying the game!

writing writing tips writing advice resources Twine Shepherds of Haven coding

Anonymous asked:

How did you learn to code Twine? If it's okay to ask thank you^^(I JUST REALLY LOVE IT-)

Very slowly and painstakingly, haha!

There are 3 to 4 aspects to making a Twine game, in my mind:

  • Learning “Twee”: this is the base coding notation of a Twine game without using the visual editor. This is how you learn to make labels, choice links, branching, etc. For example, in the Twine visual editor, you can create a choice that goes to a label titled ‘cainedieshere’ using this Twee notation: [[I choose to let Caine die.|cainedieshere]] This will show the reader a choice that says “I choose to let Caine die” and when they click on it, they’ll be directed to a passage with the label 'cainedieshere.’ Twee is basically learning more of this, and allows for more flexibility and 'shooting from the hip’ coding than having to manually create a new textbox and connect it to another one in the visual editor.

You can learn how to write in Twee/Twine using the Twine cookbook or the SugarCube wiki (if you’re using SugarCube, which is just one 'version’ of Twine (the most advanced one–I believe other ones include Harlowe and Snowman), as well as Adam Hammond’s tutorial on how to make a Twine game! This is what I did, though I fully admit that I had the advantage of already being very well-versed in ChoiceScript, which shares a lot of the same principles and nomenclature!

  • Learning CSS: this is how you style the game’s UI. Full disclosure, I absolutely hate it. It’s so finicky and doesn’t make a lot of inherent sense to me, but I try to muddle through. :’) There are lots of CSS guides out there, including Grim Baccaris’s Twine Grimoire! There are also a lot of amazing creators out there who offer free Twine CSS templates for free, especially on itch.io, so you can start off your game with an existing UI. I used one of these and built up from there in order to develop the Shepherds UI!
  • Learning JavaScript: this is only necessary if you plan to use a lot of complicated functions and behaviors, like interactive maps and documents that update without having to navigate to a different passage. I’m also horrendous at this and had to have a lot of help from people who are better-versed in this kind of coding, but thankfully it was only a small part of the game!
  • Learning HTML: this is the framework that Twine outputs into, but I don’t think it’s really that necessary to 'learn’ if you’ve got the other things handled or are using a template! The principles are still good to know, but I wouldn’t say it’s really as crucial as the other bits.

Hope that all makes sense, and is helpful! :D

Shepherds of Haven Twine writing tips writing advice resources coding

Anonymous asked:

Wow the twine version looks gorgeous! I had no idea it was possible to do so much with twine, do you need to know a lot of code to be able to pull that off? May I also ask what map program you're using?

Hi there, thanks so much!! And to make a standard Twine game, you don’t really need to know any code at all; the native, out-of-the-box version that you can download from twinery.org makes it very easy to make an interactive game, especially with the many free visual templates that creators put out there to help others get started!

However, to make a lot of what’s in the ShoH Twine version now, that did unfortunately take a lot of code, none of which I knew at all at first! 😅 Figuring out CSS (to make the general UI, make it mobile-friendly, etc.), JavaScript (to create custom behaviors like the store, codex, and interactive maps), and twee (to code the game itself) ends up adding to a lot of work, let alone figuring out a good workflow system so that you can actually compile and test all of your progress. But resources like the Sugarcube wiki were invaluable when it came to getting started! Hope that all makes sense!

And I actually didn’t use any map software for Shepherds: I drew the maps from my mind’s eye on a tablet (which looked awful) and sent it to map artists I commissioned (who are listed in the credits) to bring my sketches to life! They did an amazing job (because my doodles looked horrible)!! However, if you’re looking for good map-making software in general, I really enjoy Inkarnate, which I used more recently to map out the locations in my current novel!

Shepherds of Haven Twine resources tips writing tips inkarnate maps coding
shepherdsofhaven

Anonymous asked:

Do you have any advice for newbie fantasy writers? Your characters and world feel so real. I want to reach that level. Also how did you create the language phrases in your story?

shepherdsofhaven answered:

Hi there, thank you so much, these are such high compliments! I wrote a little bit about the hardest parts of writing fantasy here recently, and of course there’s always more advice in the #writing advice tag, but I think my biggest piece of advice is to start small. Start with your main plot: who are the central characters, what are their roles and relationships to each other, what do they want and how is that in conflict (and there has to be conflict, whether internal or external; otherwise there’s no plot). Everything else–all the little details and tidbits about the culture and history and economics and politics–comes way later, and you risk overwhelming yourself if you try and sit down and outline everything from the get-go.

Like, if you know you want to write about a princess and her bodyguard falling in love, start with that and then work outward. What’s keeping them apart? What’s her job as royalty and her relationship with her family, and her family’s relationship with the public? Why are they rulers? Are they regarded favorably or not? Really basic things you need to know before you start writing. Then branch outward: are women eligible for the throne or not? How does succession work in the event of unexpected death? Is this more like a western monarchy, an oligarchy with many ruling clans as part of the court, or something else? Are there threats to the royal family’s position? What makes the bodyguard fit to be her bodyguard? Trained in secret arts, master of a special weapon, has special powers, or something else? Then you’ll start getting into whether or not magic exists in this world and how it factors into the main plot, what kinds of politics or conflicts exist, which will branch into antagonists and villains, urgent concerns and high stakes, and etc.!

Do not try to start from the beginning (like “500 years ago, there was a war between three factions over the world’s most precious resource, ferrunum, and the winning faction retained control over ferrunum, which gives one the power to grant wishes, but only people of pure blood from this one mountain clan can be the ones to ask for the wishes, leading to more conflict over time…”). It spirals out of control quickly and gets the main actual story lost in the muddle! I mean, maybe that’s just how my brain works, and outlining everything from the beginning of the universe to the present works for other people; but I think keeping things manageable and just letting different ideas accumulate over time rather than deciding everything straight from the start allows the story to build momentum, rather than stalling it in its infancy!

Another thing I would recommend is looking at many different sources of inspiration, rather than just one or a handful! Read a book (or watch a show, or read a manga, or play a video game) about merchants or pirates or spice traders or inventors rather than just princesses and bodyguards to get a feel for how things work in other aspects of the world, and feel free to explore other fantasy worlds, too–especially ones inspired by other cultures rather than just the classics, like Tolkien and Lewis. I got inspiration for how the nobility acts in Shepherds from sources as varied as Crown Duel (a YA court intrigue fantasy novel), Bridgerton (TV show on Netflix), and Curse of the Golden Flower (Chinese epic wuxia drama film). Just absorb lots of stuff and let the little details inspire you and amalgamate into your own creation!

Finally, to answer your question about different language phrases in the game, I just straight up mashed letters together until they looked right on the screen. Like, I always thought Elvish would sound very flowing and lyrical, like a river rolling over a bed of cool smooth stones or the breeze winding through grass, so I stuck a lot of l’s and r’s and e’s and a’s together until they looked right, like aya lani (“the gods smile”). And I thought Haven city slang would be sharp and guttural and cutting, so insults like muti and ketch sounded right!

I hope that helps!

shepherdsofhaven

Oh, and not to completely contradict myself, but if you do have your main story mostly nailed down and comfortable, and are ready to move on to more detailed worldbuilding, I have some resources in case you’re struggling with exactly where to start!

Keep reading

writing tips writing advice writing tips advice resources reference fantasy fantasy writing worldbuilding long long post
apex-predators-project

Anonymous asked:

So what do you do when you have writters block? And any tips for starting writters? I've tried to work on two stories before but I keep mixing things in my head, character's personalities are the hardest for me cause sometimes I carry something from one character to the other.

apex-predators-project answered:

Ah, writer’s block! The bane of everyone’s existence!

My biggest tip for a beginning writer tackling a longer work—and this helps with both writers’ block and getting characters mixed up—is preparing and outlining rigorously beforehand. I find that flying blind by the seat of my pants (“I’ll figure out what happens in the story as I write it”) is the #1 way to encounter writer’s block, because eventually you’ll hit a part where it’s not fun to get from point A to point B, or you’ll get confused, or you’ll realize you’ve written yourself into a corner and will have to start over from an earlier point. Then you step away from it and can’t find the motivation to start again. It’s like going on a road trip without a map or GPS. Eventually you’re going to stop somewhere in the nowhere of the country, scratch your head, and go, “okay, where the hell am I??” You’re going to stop at a gas station and buy a map. So why not have it with you from the get-go?

So, yes, outlining the story beforehand. I take it a step further and bullet-point every single thing that happens in the story, beat-by-beat, so that if I ever lose steam or get confused or come back to it after a while having forgotten what I’m doing—I’m never lost. I’ve beaten writer’s block so many times by simply referring back to an outline I made of the work in its earliest stage and either going “oh yeah that’s where I was going with this” or “oh there’s a really fun part a few chapters ahead, I’ll skip to that point and come back to the rest of this later.” Have an outline to keep you grounded but don’t be afraid to let loose, experiment, and write ahead when you need to!

This method doesn’t always work with people—many writers like surprising themselves with where they take the story—but it’s always what I taught my students and I’ve never had any complaints.

My number #2 biggest tip for new writers—and it may be controversial—is to maybe avoid sharing your work with others too early. So much changes between an idea and the execution of an idea, but writers often feel obligated to stick to plan A because it’s what they’ve already told everyone about and people got excited for this character, so now you feel like you have to include this character even when you really want to cut them out. Or the pressure of keeping up with reader demands (either in producing content in a timely manner or executing content in a way that makes everyone happy and keeps the work popular) causes the act of writing and creation to become a chore. And we all hate to do chores—when we start perceiving writing that way, we don’t want to do it anymore. Boom, writer’s block.

Last but not least: know your characters and world and have confidence in them. We teach the iceberg theory in creative writing class: the idea that the reader only sees 1/8 of the world and plot of the story, but the writer must know all of it—the gargantuan complexities beneath the surface, in the hidden depths.

“If a writer of prose knows enough of what he is writing about he may omit things that he knows and the reader, if the writer is writing truly enough, will have a feeling of those things as strongly as though the writer had stated them. The dignity of movement of an ice-berg is due to only one-eighth of it being above water. A writer who omits things because he does not know them only makes hollow places in his writing.” —Ernest Hemingway

It’s okay if your characters across works share similarities with each other, just as it’s okay that your two best friends share similarities with each other, or your siblings or your parents do. Similarities are inevitable! You can’t make every single character completely unique. (Case in point: most of the Apex Predators characters share traits with the Shepherds of Haven characters.) Don’t let fear of their similarity hold you back from writing them.

The question is: how do we get to know our characters and worlds so deeply, to the point where our minds encompass the 7/8s of the iceberg not shown?

This takes practice. I’d recommend trying out character sheets and worldbuilding questions and mind-trees to spur your knowledge and force you to answer and “know” things—answering questions here on Tumblr really helps too—but the former is how I got started, a very long time ago, and it might help you, too!

A character questionnaire

An extremely long and detailed questionnaire

Patricia A. Wrede’s world-building questions (used by many modern sci-fi and fantasy writers)

Important plot questions

The Mary Sue Litmus test, which is no longer endorsed but still kind of fun to take, and its more modern “does my character work okay?”

These won’t take you all the way, but hopefully they’re a start. Good luck!

writing meta me tips resources i hope this helps somebody out there!