Title: Two-Bit's Gamble
Engine: Twine
Genre: Narrative Driven Multiple Choice/Fantasy
Role: Lead Designer/Writer
Team Size: Solo
Development Time: September 2024 - December 2024 (4 Months)
The initial planning for the game was done in Miro in which world-building and narrative bubble diagrams were created to help map out the world of the game and what the progression for players would be. It was an invaluable resource in terms of planning out how to set up my twine project.
Outside of the Miro board, character bios and a script were created for the narrative content of the assignment. The character bios were an in-depth look at each of the planned characters for the initial scope of the assignment and the script was set up at the start under the project's original scope as well. The project changed a lot over the course of its development; originally, it was a game about 4 assassins trying to kill a corrupt king. However, the amount of work necessary wasn't realistic, so instead the story was scoped down to just focus on Two-Bit, one of the assassins, as now the sole main character. This rescoping helped the project considerably to get it into an achievable finalized state.
The script listed out each of the individual choices the player can make in the game. All of the game's choices were written here first, before being brought into Twine. The script was largely the most important part of the project and required a lot of time to fully write but I found the process quite rewarding. Overall, I learned a lot about pacing and scope from working on the script and the project in general, and I'm fairly content with the skills gained during the development process. Below is a playable build of the final game.