Twine: Change scene after event (Harlow).


Changing the scene text after an event in the Harlow theme turned out to be quite easy (once it was pointed out to me, thanks Greyelf).

To do this, you need to create a variable in the first passage (launch passage)

(set: $visited to 0)

The variable can be called anything as long as it has the “$” before it.
Then is the passage that you want to change add

(if: $visited is 0)[



The first visit text goes between the first set [] between the $visited and (else) and the second set (changes to) in the second set.

The when you come to where you want the event that changes things use

(set: $visited to 1)

when will then trigger the change in passage text.

This just scrapes what can be done with variables, but it serves me

Book #02 Editing and Formatting.


I can not say if the writing stage of Book #02 Æther Shadow is now finished, but I have now moved on to the Editing and Formatting stage of the book. It may not be all tied up and clean, but until I pass this stage I can not hand it out to the beta readers to check.

The above image shows the layout I am using in scrivner to organise my book and shows how much I have been slacking over it. I have finished the bulk work on the first interactive fiction game and that also need to be cleaned up, but so far the feedback has been positive (still cannot get it to work on non fire kindle devices)

Dragon Hunt has stalled due to being lazy and I am yet to build a website.

I still have a lot of work to get everything ready by All Hallows Eve (release date) and I have my fingers crossed that it will all be ready.

So goodbye for now and see you in port next time Airship captains.


From Fiction to Interactive Fiction (Part 2)


From Fiction to Interactive Fiction (Part 2)

While working through my Interactive Fiction based on my own story I started to think about the flow differences between the two formats.

Normally when you write a story there is a strait line flow from the start to the middle and to the end (with the exception of wondering off to explore other characters stories) however, with Interactive Fiction, there is quite a bit of wondering off the main story allowing readers/players to explore or search for clues before the story can continue. Trying to keep this in mind leaves lots of areas to drop hints and clues for other stories, but can get a bit distracting for someone who prefers the linear writing format normally associated to novel writing.

Opp’s I left this a bit late and my coach is arriving ready for my next outing.

See you in port Next time Airship Captains.

From Fiction to Interactive Fiction.

For longer then I have been writing I have always wanted to write an Interactive Fiction game (think Zork), but never having the idea or the skill to make one I have never given it much thought until last year when I discovered Inform7.  While I made a start in Inform7 I found it to be difficult. I recently discovered Twine after someone else started using it and found it much easer to get along with.


This image is a sample from Twines layout panel showing how rooms (areas) connect (content blurred to stop spoilers). The coding is so much simple as it is far more “plain text” then Inform7 and includes HTML. The other great thing is that it outputs to a ready to use webpage.

The first version of the Interactive fiction has worked fine on several devices that took time to test, the one notable exception is that the experimental browser on the kindle touch  is not able to load the page.

Now the alpha has finished I can concentrate on rewriting the manuscript to convert it into a more game like structure.

Well lets see how it looks next week.

See you in port next time Airship Captains.