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Advice on Game Engines/Tools Sticky

A topic by wonch created May 25, 2020 Views: 518 Replies: 4
Viewing posts 1 to 5
(1 edit) (+3)

Hey folks,

Here's an overview of interactive fiction tools that I've used in the past, and that you might find useful during the game jam:

This is purely my own personal opinion, your mileage may vary

  • Twine
    • pros: Simple HTML based interactive fiction tool. Has a really intuitive graph editor for visualizing your story. Very flexible, if you are clever you can build many systems within Twine. 
    • cons: Hard to do animations, fragmented documentation because of the different story formats, which are basically mini-engines built within Twine. 
    • Try it if: You're lightly familiar with CSS, want to make something primarily static text/image based. Also if you're going to make something that is heavily branching. 
    • check out: All of these are honestly great, Depression Quest if you want a specific recommendation https://itch.io/games/made-with-twine
    • Get Started: https://twinery.org/wiki/twine2:guide
  • Inform 7 
    • pros: Extremely focused on making the classic parser text adventure game. Has many things of the genre already built in, like parsing input, actions (look, move, pick up), rooms, inventory, etc.
    • cons: If you're trying to make a mechanical twist on the genre, then it will be quite tricky to get it to work. As someone who is a programmer first, I found the abstractions they used to be very hard to grasp. 
    • Try it if: You want to make an text adventure game. Really, can't emphasize it enough, it has one purpose only, but I think it is the best tool for that purpose. 
    • check out: Hunger Daemon http://iplayif.com/?story=http%3A%2F%2Fwww.ifarchive.org%2Fif-archive%2Fgames%2F...
    Get Started: http://inform7.com/book/WI_1_1.html
  • Unity + Fungus
    • pros: Fungus is an open source dialogue manager for Unity, so it also has access to EVERYTHING unity has to offer. It has a great node-based system for laying out dialogue. 
    • cons: Double the learning curve because you have to learn both Unity and Fungus. 
    • Try it if: You want to incorporate some kind of gameplay mechanic that would be a lot trickier/impossible in the other engines. 
    • Check out: Good Bot (Student project from a few years ago) https://stanfordstudentgames.itch.io/good-bot
    • Get started: https://github.com/snozbot/fungus/wiki
  • Ren'py
    • pros: Open Source desktop visual novel maker that has a great community. Probably the most commercially used out of the 4 here.
    • cons: Tricky to make Ren'py games playable on browser/mobile (but RenPyWeb is trying its hardest to make it work).
    • Try it if: You want to make a visual novel! Bonus if you're familiar with Python. 
    • check out: Butterfly Soup https://brianna-lei.itch.io/butterfly-soup
    • Get started: https://www.renpy.org/doc/html/quickstart.html
  • Headkanon
    • pros: Mobile-first browser-based visual novel maker with built-in animations and effects. And also, I'm its (solo) developer! I'm looking to spend this game jam improving it, so I will literally be taking feature requests during it haha. 
    • cons: Super early alpha, so try it out at your own risk. Missing many customization options. 
    • Try it if: You want to make something small and beginner friendly, with personal guidance. You're okay with trying software that will probably have bugs. 
    • Check out: The home page has an interactive demo, where you can edit a story and see how it works
    • Get started: https://headkanon.com


  • If you have any questions about the above, please feel to reply here or DM me on Discord (wonch#7681)! I'll also be talking on the stream tomorrow to show people how to make visual novels with both Ren'py and Headkanon. 

I'll add another recommendation:


TextureWriter

  • Pros:
    • Free web-based tool for choice-ish games
    • Interesting interaction mechanism - you drag 'verb' words onto target words/phrases in the main text to choose an action
    • lots of room for literary play in how you decide what the 'verbs' are
    • visual UI for creating, no need for direct text coding
    • Projects can be hosted on their site for public play, or downloaded as web code
  • Cons:
    • Solely text-based; I don't think you can add images?
    • Unusual interaction mechanism may not be your thing

https://texturewriter.com/

(+1)

Ink

  • Pros: The workhorse of Inkle (makers of 80 Days, Heaven's Vault). Powerful choice-based system based around a highly elegant and readable text markup format. For example, authoring a choice is as simple as putting a * in front of each option. Can be embedded in Unity, but can also produce standalone html/javascript.
  • Cons: No graph visualization. Official documentation is more concerned with embedded Ink than with standalone Javascript and doesn't cover style/images.
  • Try it if: You want to make something choice-based but you're more comfortable using a text editor than a GUI.
  • Check out: https://itch.io/jam/inkjam-2019/entries
  • Get started: https://www.inklestudios.com/ink/

I always throw out RPG Maker MV as a tool for visual novel style games. You can easily use the systems in place to make a RenPy sort of game but RPGM MV is nice because it supports html exports that can be embedded directly into itch (there's a person working on an html RenPy export, but I haven't checked out the beta yet). I know it gets a bad rep for being only a tool to make mediocre Dragon Quest clones. It supports images, videos, and has a robust variable system already in place : ) 

TinyChoice

A "tiny tool for making multiple choice stores" by Steven "increpare" Lavelle.

PRO

  • The littlest (?) branching text game creator. Think of it like a much more minimal version of Twine. All you can do is write text and have links to other pages.
  • Easy to get started. Just start editing in the browser window.
  • Easy to distribute. Click "SAVE TO DISK" and it downloads a standalone HTML file that you can run locally or upload to Itch.io or anywhere. Click "Share" and it prompts you to login to GitHub, saves your file to gist, and give you a URL that you can share so people can play your game in the browser.

CON

  • Out of the box, all you can do is write text and link to other pages! To modify styles, you'll need to go into the output file and add a CSS stylesheet.
  • No obvious way (at least to me) how to incorporate image files.

Check out: TinyChoice