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(1 edit)

I'm curious, what do you mean by "engine changes"?

The variant of Twine that I'm using to write the game has an upper limit where it becomes laggy for the player. I'm going to be switching to a different Twine format later this year as a result. The game will look near-identical, it'll just run better :)

I've never heard of that before, what's the twine format that lags? I'd prefer to know just in case it ever happens for me hah

(1 edit)

Twine Harlowe.

It doesn't feature a way to interact with the story history or "turn" system (The history in Harlowe is an array of references). Usually this is fine, but in larger games that feature backtracking/revisiting passages it can cause issues with lag and bloated save sizes.

I'm going to be heavily optimising the game over the next few months (You can avoid invoking the turn system through different kinds of passage calls, although it's messy to do). Eventually, it'll be an upgrade to Twine Sugarcube. In that format, you can fix the exponential save sizes with a single line of javascript.

Edit: I'll likely be moving to Tweego for future projects as well, since Twine has a second hard upper limit of ~300,000 words, where the editor begins to lag.

Hope that helps!

it does, thanks! I hope you'll enjoy Tweego!