To test your very short story, click the play button in the lower-right corner of the Twine window. Back in your storyboard, Twine has detected that you've created a link and has provided a new passage for you, called world. Your edits are saved automatically, so you can just close the editing dialogue box when finished. If you're familiar with wikitext, you can probably already guess that the word "world" in this passage is actually a link to another passage. It's still a good idea to make it sensible, so stick with something like Start or Home or init.įor the text contents of this story, type: Hello ] In the previous version of Twine, the starting passage had to be named Start, but in Twine 2, any title will work. Name the passage something to indicate its position in your story. Roll over this passage to see the node's options, then click the pencil icon to edit its contents. A new storyboard contains one node, or "passage" in Twine's terminology, called Untitled passage. Read its introductory material, then click the big green +Story button on the right to create a new story.
The default starting interface is pretty intuitive.
Unzip the download and click the Twine application icon to start it. You can use Twine online or download it locally from its website. Since Twine is largely an amalgamation of several open technologies, it is flexible enough to do a lot of multimedia tricks, rendering games a lot more like HyperCard than you might normally expect from HTML. It uses HTML, CSS, and Javascript to create self-contained adventure games, in the spirit of classics like Zork and Colossal Cave. The open source project Twine is a tool for doing just that.
We all love to tell stories-you're reading one now-and the most powerful technologies we have are generally the things that enable us to express our creative ideas.
It's an idle pastime, it's an art form, it's a communication tool, it's a form of therapy and bonding. Storytelling is an innate part of human nature.