Post by Deleted 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.
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.