Post by Neo Samurai on Mar 12, 2005 11:06:13 GMT -5
Anyway, I really liked your game development steps, Will.
I have some questions though.
1. For general notes, would it be, basically, anything you have planned for your game (like perhaps something you'd like to happen in the storyline or a game feature). Like, if you get an idea, just jot it down for future reference?
2. For the characters (personality, background, player's understanding), is the player's understanding what the player knows about the character in the beginning and how things will be revealed to them later in the game?
Post by JimmyPaladin on Mar 12, 2005 19:07:10 GMT -5
I only did like very broad things to remember for later when making something else in the general notes. I'd usually write out the feature/story part more thoroughly while it's still fresh in my mind and I haven't forgotten any more detailed stuff about it. Having a section for doing what you said isn't a bad idea though.
To explain, for the story I'd write up 'page's (which varied a lot in length) that were the story idea I'd come up with. I'd end up having a lot of page ?, meaning they were later in the story and I hadn't yet connected them all together (then later they'd get a number). In the end a fair amount (maybe like 5 out of 30) of my story 'page's had been cut. I'd put the 'page's in the order that it seemed they should happen in even when they were still a ?. Sometimes I'd go weeks or 2 months without adding anything mainly thinking 'how could i connect this part to this part' and finally I'd get a good idea of how to and go write it up. Eventually I had a pretty good outline of all the linear events in the game, and from there knew what locations should become available when and got a map of the world forming in my head. When I wrote the 'page's I would mostly summarize and it wouldn't sound that good (so, not like the intro on my site), but I'd later (that's what I'm doing now) type up the various parts so they sounded good and had more fluidity and guidance for me when making them in the game.
I did include how the information about the character will come about (private actions) for them as well. For my characters the 'understanding' is how after learning more about the character the player understands how they feel and why they are the way they are. It turned out how most of the other party members besides the main one joined and then took no part in the main/linear story besides helping the main character, so my characters' stories ended up being their own personal stories on the side, which gave me a lot more freedom in what to do as well as control over what could happen (private actions).
In the end, whatever works for you is the best method.
Post by The Final Rune on Apr 5, 2005 7:56:56 GMT -5
I was watching one of your demos, the one where you introduce the J.E.W.(wow, that's looks tasteless) band members and I noticed the dialouge moves on its own(no player interaction required). I don't know how to do that, could you enlighten me?
Post by Dungeon Warden on Apr 9, 2005 16:47:21 GMT -5
All you need to do is uncheck the Close Message Window box and put in wait , clear message window, and close message window commands where needed. As long as the message window is never full and never closes on it's own, you can keep the messages going without requiring the player to do anything.
and this way you can make an enemy with only 1 Enemy Action have 8 different abilities, each with different visual effects. This will either save you a ton of memory, or allow you to have your enemies capable of doing more moves in battle. You can plan it so your visual effects repeat among abilities too, like having 'Explosive', 'Flame', and 'Volcano' all use the same visual effect (since it basically is a fire burst near the camera). Placing your visual effects properly will be easy once you get the first one done (which the first one you'll have to go back and forth between test play to get it right, and for everyone it's different because your camera placement in battles are different).