- File Size: 25289 KB
- Print Length: 432 pages
- Simultaneous Device Usage: Up to 5 simultaneous devices, per publisher limits
- Publisher: Que Publishing; 1 edition (April 25, 2016)
- Publication Date: April 25, 2016
- Sold by: Amazon Digital Services LLC
- Language: English
- ASIN: B01ERR2TN2
- Text-to-Speech: Enabled
- Word Wise: Not Enabled
- Lending: Not Enabled
- Amazon Best Sellers Rank: #438,075 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Writing Interactive Fiction with Twine 1st Edition, Kindle Edition
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"Children of Blood and Bone"
Tomi Adeyemi conjures a stunning world of dark magic and danger in her West African-inspired fantasy debut. Pre-order today
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As a primer for creating games in Twine, this book is excellent, but what makes it a must-read is the way Melissa also spends lots of time focusing on the core mechanics of the writing and game design side of crafting interactive fiction. From how to create compelling characters and tricky puzzles to structuring your story arcs and adding more nuanced gameplay, there's SO much great content in here that is useful for game designers and writer folks that can be applied to any kind of IF game -- even beyond Twine.
This books has inspired me to tinker with Twine again, but I'm also applying lots of these helpful world and character building insights to other projects in different engines (Working on an IF/RPG hybrid in Game Maker: Studio, for example).
I'm only half-way through this book, and I already can't recommend it highly enough. If you're interested in Twine, interactive fiction, or taking your game's characters and atmosphere to the next level, this book is a must-buy.
Although I've developed graphical video games for decades I have a small black and white badge affixed near my desk that reads "Text adventures will never die!" I got it at a Computer Game Developers Conference years ago and it reminds me of my roots. I cut my teeth on Zork, much to the neglect of my first girlfriend, and that sparked a curiosity about creating games that bloomed into a career.
I have been an addict of game development books since there were fewer than 5 in publication. What I have found to be almost universally true is that books that try to combine programming how-to with design how-to are usually just giving lip-service to one or the other.
Melissa Ford has done a great thing, however. She has created a very balanced, practical book that is equal parts application and theory. She makes big promises at the beginning of what you can expect to get out of the book and I do not think she disappoints.
Her style is very readable and the book builds in a logical manner, seamlessly moving back and forth between application and theory as needed by the topic at hand.
I had no intention of buying the book when I walked in the bookstore, but when I noticed it and scanned it I was instantly charmed. I have since begun a pleasant journey down the path of Twine and interactive fiction. My graphical apps will still get built, but this book has reconnected me with a deceptively simple and extremely satisfying pursuit. Thank you, Melissa.