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Struggling to turn my stories into games - any advice?

A topic by sizzlinkola created Dec 19, 2023 Views: 742 Replies: 11
Viewing posts 1 to 6

Emotionally-driven narrative games like Nier Automata and To The Moon have inspired me to try out creating one myself. My background is in prose writing.

I've experimented across multiple engines - Twine, Renpy, and GDevelop. In each case, I've greatly enjoyed the writing and narrative design process. However, I'm hitting motivation walls around other elements like visuals and programming. It's just not fun to me compared to writing the story. Thus, as a solo hobbyist without funding, I'm struggling to actualize the vision I have for my stories.

Are there better formats or engines people recommend for someone focused predominantly on writing? Perhaps I should just stick to prose over making games?

I could go back to writing prose but I believe that interactivity elevates the impact of a story more than a passive medium like books, TV and film. But I'm quickly realizing that it is hard and I'm not enjoying the process.

Well, I see you are in a dilemma. You need to make a strict decision between: giving up your dream to create games or struggling to create your own games.

Pick one and don't look back.

Option A: You could form a partnership. Ask someone else to do the programming and graphics, while you provide the stories.

Option B: Look at which software have really helpful forums and or training materials. If you use that software, and get stuck, it should be easy to get help. You might even find the shell or outline of the programming already written in the tutorial section and you could just insert your story.

Option C: Offer your stories to game developers who want stories for their games. You could work on a profit-share basis, (but don't have high expectations - you might not receive a cent if the game doesn't have a marketing budget, because there's so much competition).

What is the difference between Option A and C? I've been told that finding people is hard if you're not paying anybody. And if you do find people to work with you for free, they may or may not stick around. 

Option A, you have a say in the game. It's an equal partnership.

Option C, you simply give them the story to include in the game and have no say in the game otherwise.

Yes, under Option A the person may lose interest. Under Option C they might never make the game. There's always a risk when you work with other people. But sometimes games do get made.  

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That's a great point. Working with other people may increase my odds at actually finishing something vs trying to trudge through this solo. 

Sizz: 

I think best idea is find a programmer and graphician collaborators for you can focus in the write task

The problem of that is like you said much people dont work/help if no money in the treat.

you could apply it for Visual Novels cos a VN have much inside of text/story and is not very difficult make some animation or some graphics for it

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Perhaps I should just stick to prose over making games?

That’s up to you, but, based on what you have told us, i believe your best bet is with interactive fiction, sometimes also called text adventures. Those are games that put a lot more emphasis on the narrative, rather than visuals, for instance.

The interactive fiction wiki has a list of engines that might help you find a tool you feel comfortable with. Some of these you have already tried, such as Ren'Py or Twine, but there are other well-known engines, like Inform or Ink, that maybe are more geared towards writers rather than  programmers. For Ink, itch.io hosted a jam recently that you can browse to see what others can do with it.

If you prefer something more akin to To the Moon, but simpler, you can try Bitsy. Itch.io regularly hosts Bitsy jams, and lots of people have made interesting little stories with it. I do not know if you would enjoy it, however, if you like writing prose.

As for teaming up with others, i can not help you there, unfortunately, because i have never been able to do so.

However, depending on how demanding you are, you can work with free resources available on the Internet. For instance, Aerostar Time Traveler is a narrative game made for a jam that uses exclusively text and sounds in a way that i found very well done, and you can find lots of free sounds on https://freesound.org/. If you are willing to have then text over a static image, like Snatcher or Policenauts did, you might find great resources on https://unsplash.com/ or https://opengameart.org/.  You might not find exactly what you are looking for, but good enough is better than nothing.

As a last resort—or as a first, depending on your views—you can try text-to-image models like DALL·E or Stable Diffusion. I have seen people make very good use of these, but it is a bit of a gray area for some.

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Is Inform and Ink usually used in conjunction with other engines though? I briefly looked through the jam you linked and seems like most of them had other engines they used as well. I might be mistaken though. 

As a writer / beginner solo dev, I probably only have enough bandwidth and patience to learn just a single engine and try make something with that vs trying multiple engines at once and putting it all together. 

Is Inform and Ink usually used in conjunction with other engines though?

I believe Ink is usually used with Unity, yes. However, Inky, the editor written by the same authors as Ink, can export the story as a web page, like this example. I do not know how it compares to Twine, for example.

As far as i know, Inform is a standalone product and does not require the use of a separate engine. Of the two, Inform probably fits better with you profile. It also has an exhaustive documentation and plenty of examples; when you download the application, the documentation and examples are also included, and you can click an example and see it working. Other people have also written handbooks for it, although it is probably also true for Ink and the other engines.


As a writer / beginner solo dev, I probably only have enough bandwidth and patience to learn just a single engine and try make something with that vs trying multiple engines at once and putting it all together.
That makes a lot of sense. I am a programmer, so the following may not help you much, but what i would do is browse the Interactive Fiction Database for a game that is similar to what i wanted to do, look up which engine it is using—it is listed on the game’s page—, and focus on learning that engine.

If you want an interactive story, i am afraid that some programming is inevitable, but, if you power through, at the end you will be comfortable enough to do what you need. We all have to do it when learning a new system, so at least you are not alone in that :).

Yesterday i found another interactive fiction engine called Windrift that made me think of you. Not because i think is the ideal engine for your case, as it is targeted to web developers, but for this mini decision tree i saw in its manual:

Windrift is not great at branching stories!
Windrift does not provide strong affordances for managing complex parallel plotlines—you can implement such stories in Windrift, but you'll have to manage this state yourself. If these are the stories you want to tell, look instead at a library like ink, which has first-order support for story threads that branch, join, and recombine.

Windrift does not have a parser!
There is no text input parser or world model in Windrift. If your story involves significant physical exploration or object manipulation, consider a parser-based game in Inform 7 or a similar library.

Windrift is not for novice programmers!
This manual and Windrift itself expect the author to be familiar with web development and software engineering. It's especially helpful if you are comfortable with JavaScript or TypeScript and the ReactJS framework. Novice programmers or people who want to just tell stories and not spend time on source code should start with the excellent Twine.

So, there you have it: Ink for complicated branching stories, Inform 7 for a deeper level of interactivity, or Twine if you prefer writing stories rather than source code.

I also wanted to share with you a commercial game written in Ink i heard about today: Werewolf: The Apocalypse - Heart of the ForestI think this game is relevant here because, even though it has nice visuals and sound effects, it is primarily a text-based game where the narrative is king. I do not know whether it is the kind of games you want to make, but i believe is a nice example of a game that focus a lot more on the parts that you seem to enjoy.

So just throwing this out there as another opinion to consider. Personally I find "doing it all" the only reason that I've been able to stick with game dev because I get burnt out from doing the same thing over and over again no matter how much I like it. Game dev allows me to switch around between writing, programming, art, managing ect so that one task never starts to feel like "the grind" or "slogging through work". What ever you decide to do, whether it is learn to work on your own or try and recruit other people, start working on it now. The more you have to show for your "idea" and "passion"  the more you can get others around you to take notice. And if you start treating new skill sets as mini journeys towards self discovery, rather than check boxes to get something over with, you might find you can learn to love building new skills and what that can bring to improving your main skill sets. Try to get yourself out of the "production" mindset / grindset and allow yourself to "play".  I'm a full time working mom, who only started doing this in my 40s, so I firmly believe anyone can make the time to make it happen if they want it.