Contents

Intro


Twine is an open-source tool used to create interactive, non-linear stories and doesn't require any coding - or more simply, it is the perfect software for us to quickly prototype Keeper’s Veil’s narrative.

First Use


We first used Twine to showcase our initial prototype during our final presentations held at the John Hansard Gallery in Southampton. This Twine is an example of a conversation between the Fisherman and the Lightkeeper (the player character) and demonstrates how the player is given agency by being given multiple response options to choose from. The responses reflect different personalities; meaning the player may choose how they behave as the Lightkeeper. Players can not only, therefore, mould their character, but the story as well because the NPCs will respond accordingly.

The first Twine prototype for Keeper’s Veil.

The first Twine prototype for Keeper’s Veil.

This Twine also displays the 18th/19th Gothic literature writing style we wish to emulate throughout our game, as well as introducing the personality traits of some of the characters. For example, the inclusion of uncommon words such as ‘scourge’ and ‘dimwitted’ and unusual structures and punctuation that create long, run-on sentences.

Edgar Allan Poe, in particular, has been a major inspiration to me for this project. So, in preparation, I have read and studied many of his story stories; taking note of interesting words/phrases and how he makes use of punctuation.

The two biggest things I have learned from him (and will include in my writing) are:

  1. His use of dashes. Poe includes a lot of dashes in his writing which, as in ‘The Tell-Tale Heart, helps create a sense of insanity/sporadic thinking as it gives the effect of a disconnected or intrusive thought midway through a sentence.
  2. His unique description. Poe was a master of words, with an extensive vocabulary at his disposal, so was always able to describe things in ways I have never read before.

Next Steps


There have been many changes already to the game’s narrative design in the few weeks that it has been since the final presentations; primarily in that the Lightkeeper will no longer have full responses, only the short response options for the player to choose. This will, hopefully, erase any disconnect the player may have felt between themselves and their character - as they won’t be reading their responses in ways they would never say.

I will reflect these changes in the first draft of Day 1 - Part 1 to be shown during our first testing day. Stick around for an update!