juncmodule wrote:
1. Plot -- Develop your story first, write everything out, include puzzles, characters, and locations.
I write small, complete parts of the story, look for the main goal in that one, compare it with the main goal of the game and look for a way to make it difficult (adding the puzzles)
Quote:
2. Drawing -- This section comes in several steps and will probably be the longest and most difficult step next to actually putting the game together. Below is a suggested drawing order:
a. Main Character/EGO
b. Actors (other characters)
c. Backgrounds
d. Objects (things the EGO interacts with, picks up, bumps into, etc.)
e. Special Scenes (cut scenes, intro, ending, movies, etc.)
I make a map first (that's combined with the story) Then I draw the rooms needed for that part of the game I'm making. Then I draw ego, the views ego needs to have, then other views (like doors, animations, etc), then actors.
Quote:
3. Putting it all together -- Work through one room at a time, don't jump around. Build the game the way that the player will experience it.
Actually, I first link all the rooms together. Then I program the special animations (like climbing, etc) After that, I start programming the story. When that's done, I start on descriptions (look, said, etc when it's not important) Then I remember to add points and put them in too.
Quote:
4. Be sure to put together a schedule for when these events should occur. Be realistic and honest with yourself. Try to base this on how long it takes you to do similar projects.
I've got a directory with only one file: flags.txt. it explains which flag's used for what. It's usefull for the big flags (the ones that set things in the story) You don't have to use that for doors, etc. Also, try to use f.e. f200-255 for doors and f100-200 as big flags. It's easier to manage them that way.
-Kon-Tiki-