So keep in mind I ain't no developer or designer, but there's some usability issues with Twine that have always bugged me. I've made a mockup of a version of Twine that would solve some of these issues. Let's take a look:
On the left side of the screen, there is a text editor with code folding and line numbering. Editing CSS in Twine is something of a nightmare. Rather than opening Atom or Notepad++, it would be far more convenient to have a text editor right there in Twine. In addition to tabs for HTML, CSS, and JS, there is also a tab labeled "Assets." It's not shown in this image, but the idea is that images, sounds, and fonts would be shown in a list in that sidebar rather than in the Story Map.
The Story Map is pretty much how it always was, just with Snap to Grid added as a button on top.
To the right of the Story Map is a Live Preview. Sometimes, when testing, I end up with a million Chrome tabs with different iterations of the story. Here, all changes show up immediately in the Live Preview window. You can select the aspect ratio to test out responsive design.
Below the Story Map is the Passage Editor. In addition to a WYSIWYG interface, the Passage Editor supports tabbed browsing, so you don't have to have a million windows open.
So yeah, these features are all super simple and easy to build, right? /s
Comments
Also I don't want a native code editor because it doesn't solve the real problem with editing css in Twine. Once you get a very large game you get lag, so to fix this always need to write code in notepad++ and copy paste over to Twine anyway. This is an issue with Twine itself, not its layout.
Agreed.
I dont know thats just my opinion
The other thing is it's always a good idea to minify CSS, so you'll ideally always doing some copy pasting.