We are Juhana and Jim, two interactive fiction creators who were intrigued by the possibility space between Inform and Twine.
Over the past few years we've been iterating on a new authoring tool called Texture.
Easy to play: We created a word-on-word interaction mechanic suitable for touchscreen phones and tablets, as well as web browsers.
Easy to create: Our WYSIWYG editor makes composition and design a right-brained, no code affair — right in the browser.
Easy to share: Click a button to publish and publicly share your work on social media. Or download an .html file to host it yourself or share via email.
Thanks to the people who've provided feedback during beta testing: Mark Slutsky, Jessica Westhead, Nat Zed, Carolyn VanEseltine, Hanon Ondricek, Emily Boegheim, Jonathan Blask, Emily Short, Liz England, C.E.J. Pacian, Chris Klimas, Robert Yang, Porpentine Heartscape, Henry Faber, Jennie Faber, Dann Toliver.
Logo and Graphic Design: Beehive Design.
We would love feedback, thoughts and questions at firstname.lastname@example.org!
Here's a video version of the Danger Beach Texture tutorial.
Educational consultant Mike Barltrop has created this Texture module for the middle/highschool classroom.
This is our favourite text for university and advanced workshops, Standard Patterns in Choice Based Games by Sam Kabo Ashwell.
Here's a GIF that walks through how to use flags to keep track of user choices.
If you'd like to target a phrase rather than a single word, add an underscore like_this in the body text. If you want to "fill" "empty bottle" you'll want to format it as "empty_bottle".
A word can only be interacted on once, unless you add [square brackets] to the transformed word. So if you want to interact with "apple" after you "eat" it, you should change it into something with square brackets like "[apple core]".
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The occasional newsletter contains Texture news and highlights of best new content. Read tips, featured games, and news in our previous newsletters.