I wanted to enhance the narrative experience in a non traditional way. My normal process when I return to a writing piece is to re-read, revise, then edit. However, with this story I wanted to add another dimension.
I describe the point system I created as the subconscious narrative. It helps contain crucial ideas that run through my process of thinking. If I were to incorporate inebriation in a traditional way it would be something like this:
You had a drink.
You had another drink.
You start to feel the alcohol fumes escape through your nose.
The outlines of people start to look fuzzy.
You have another drink.
Your muscles start to relax and words slip out of your mouth.
The way I incorporated it in Twine was as environmental factors. It was changing how the reader interacted with the space. When you have enough to drink, your vision becomes a little blurry and you can see that. When you drink certain drinks you get knocked on your ass and the text starts to move, creating an affect that physically takes you longer to read and more disorientating.
The world rules also proved challenging to debug, but also created unique pathways. Most of the intoxication and karma based hidden paths kind of revealed themselves in their own way. Selecting a number that would satisfy one situation was all i needed. In doing so, I created other potential ways to achieve the same result and also pathways that would not work.
I had plenty of fun with the CSS after getting the hang of it. Twine also needs to update some of the version changes as plenty of these guides are six years old.
Presentation Slide Link
I've fixed some bugs and added two potential endings since the presentation.
I also wrote in some more scenes to the other story arcs.
Twine html file