[POLL] WHERE DO YOU WRITE YOUR DIALOGUE?
Poll
Typically, for a project, where do you write your dialogue first? - Results
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Straight into editor
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16
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33%
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Outside of editor
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14
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29%
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A combination of both
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18
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37%
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Posts
Hey guys
How do you write your dialogue? Do you write it in a .txt file outside the editor, and import it in, or do you write it right into the editor? If outside first, do you write all NPC dialogue too, and if so, how do you structure it?
Do you make scenes up as you go, or do you have a fair idea of what scene should be where before you even open a new project file?
Myself, I don't have much experience writing stories for RPG Maker or even outside of it, so I don't have a set method. But how do you do it?
How do you write your dialogue? Do you write it in a .txt file outside the editor, and import it in, or do you write it right into the editor? If outside first, do you write all NPC dialogue too, and if so, how do you structure it?
Do you make scenes up as you go, or do you have a fair idea of what scene should be where before you even open a new project file?
Myself, I don't have much experience writing stories for RPG Maker or even outside of it, so I don't have a set method. But how do you do it?
A combination of both for me, though I've gotten where I write most of it outside of RPG Maker, usually in Google Drive documents. I will still write some NPC dialog on the fly, but most of the story stuff goes into a document first ^_^
I've been trying to write it all outside the editor, far in advance, so that when it comes time to enter it, I can give it a nice second look for consistency. Writing it outside of the editor makes it become the first draft.
I used to scoff at the extra work associated with drafts. But in using them, Some really nice revelations can appear when going over the dialogue a second time.
I used to scoff at the extra work associated with drafts. But in using them, Some really nice revelations can appear when going over the dialogue a second time.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
For all my other projects, I wrote the dialogue on the fly. It's easier for me to make it sound more believable when I actually see the situation the characters are in, and some dialogue can be given more punch by combining it with character movements and expressions. I always knew what I wanted them to say, so the challenge was figuring out how to say it.
Now, I've taken to writing everything down in a Word document. Thanks tothis post the post above mine, I've learned how to write dialogue down so it's formatted correctly. Apostrophes are still a problem, but everything else works fine.
Flavor text and NPC dialogue are still done on the fly, though.
Now, I've taken to writing everything down in a Word document. Thanks to
Flavor text and NPC dialogue are still done on the fly, though.
I write my dialogues all inside the editor, because I prefer a more direct approach to game making. Basically, I never write anything outside, I collect resources and scripts I believe I may use, and start creating, thinking and letting the ideas come to me.
I know it's not the best approach, but it's the one that works for me.
I know it's not the best approach, but it's the one that works for me.
I still haven't had a really good opportunity to write lots of dialogue for any particular project, but usually I have a good idea of the story structure, characters, scenes that need to be included, etc.
So when I think of good dialogue to include I usually just write it in the notes on my phone. I imagine that if and when I get to write complete dialogue it will be pre-planned and scripted like this for the most important scenes.
EDIT: For NPCs and shit I still create dialogue entirely on the fly. This probably speaks of a bad design habit, since it's treating NPCs like they don't mean much to the player experience.
So when I think of good dialogue to include I usually just write it in the notes on my phone. I imagine that if and when I get to write complete dialogue it will be pre-planned and scripted like this for the most important scenes.
EDIT: For NPCs and shit I still create dialogue entirely on the fly. This probably speaks of a bad design habit, since it's treating NPCs like they don't mean much to the player experience.
Generally I'll write directly in the editor, but for Born Under the Rain I wrote it all in Word beforehand. I went with "combination of both" since I do write little key lines on paper whenever they come to me (even if I'm not even close to writing the dialogue in the game yet), but I mostly just work in the editor. It's probably more organized to write it out beforehand, but I'd rather save myself the hassle of copying and pasting, and my internal spellcheck is pretty solid.
That's odd, thus far I've made maps using graph paper. I find myself unable to make maps directly in the editor. But I don't see myself doing the same for dialogue, or ever needing to. That said, you won't know how much space the dialogue will take up in the text box, until you're in the editor. I think I'd probably take this into account when writing the dialogue. For example a single sentence has to fit in the text box, so it can't be too long. I could actually see myself re-writing sentences simply to make them look better in-game. That's an advantage to doing it directly in the editor.
By the way I had a question relating to this. How to present dialogue from characters without portraits? (in a game where only some characters have portraits)
For instance I think in FF6 everyone it's written like a script where if someone says "EDGAR: (what Edgar says)" but it looks odd when I do it in VX Ace. And it's inconsistent for only some characters to do it.
Also, should all dialogue have quotation marks?
One method I was considering is having all NPC dialogue appear at the top of the screen while all party member dialogue is at the bottom of the screen. (and maybe have game messages like treasure chests appear in the middle of the screen) This helps to convey who's saying what without necessarily having to rely on portraits and names. When text boxes switch up and down it will feel more like a back and forth conversation. If everything is on the bottom, it might not be clear if someone else is suddenly talking. But maybe I'm wrong, and it's enough to simply not show a portrait for an NPC. That way portait = you and no portrait = them, which is good enough.
By the way I had a question relating to this. How to present dialogue from characters without portraits? (in a game where only some characters have portraits)
For instance I think in FF6 everyone it's written like a script where if someone says "EDGAR: (what Edgar says)" but it looks odd when I do it in VX Ace. And it's inconsistent for only some characters to do it.
Also, should all dialogue have quotation marks?
One method I was considering is having all NPC dialogue appear at the top of the screen while all party member dialogue is at the bottom of the screen. (and maybe have game messages like treasure chests appear in the middle of the screen) This helps to convey who's saying what without necessarily having to rely on portraits and names. When text boxes switch up and down it will feel more like a back and forth conversation. If everything is on the bottom, it might not be clear if someone else is suddenly talking. But maybe I'm wrong, and it's enough to simply not show a portrait for an NPC. That way portait = you and no portrait = them, which is good enough.
I threw together my own hackjob for all text. Write text, assign a key name, and the game will only have a reference to what key it should show for dialog, item name, etc. . The game itself only has a reference to the key name and pulls the text from an external file from there. It's easier to deal with when I'm only looking at the text and not having to dig through events and whatever other shit is in the way (so I can c&p it into word and see how bad my spelling and grammar are
).
Ideally I want to be able to add tags to key:text pairs and be able to sort and search based on these tags so I could for example, find all text that takes place in a certain area or said by a certain character. It also allows being able to swap out the text files it reads for theoretical localizations in other languages.

Ideally I want to be able to add tags to key:text pairs and be able to sort and search based on these tags so I could for example, find all text that takes place in a certain area or said by a certain character. It also allows being able to swap out the text files it reads for theoretical localizations in other languages.
99.9% of my dialogue is done on the fly. I guess it feels more natural when I type it directly into the editor ( though I do wish my conversations flowed a bit better, like when I RP on Skype >< ).
I do translations, so this definitely applies to me.
Well, I tend to write the translations on Google Docs first before transferring them into the editor. The problem with writing directly into the editor for me is that the fonts are......very small. I think it's because of this that I tend to have missing letters and missing words when typing directly into the editor like I used to do with Seraphic Blue. ~ ~
That's why I now write the translated dialogues somewhere else before transferring them into the editor.
Incidentally, for translations, I do have to get into the role of each character so that I'll know whether the translated dialogues flow smoothly.
Well, I tend to write the translations on Google Docs first before transferring them into the editor. The problem with writing directly into the editor for me is that the fonts are......very small. I think it's because of this that I tend to have missing letters and missing words when typing directly into the editor like I used to do with Seraphic Blue. ~ ~
That's why I now write the translated dialogues somewhere else before transferring them into the editor.
Incidentally, for translations, I do have to get into the role of each character so that I'll know whether the translated dialogues flow smoothly.
Always outside the editor, mostly in something like Microsoft Word, since I do make a lot of spelling mistakes from time-to-time. And since I use pictures for pretty much all my dialogue sequences (because I mostly use 2k3 and I hate the limited text options that you have with it), I pretty much have to make sure that I don’t screw anything up otherwise I gotta do it alllll over again… And it’s not like in the editor where you can just type something in there and adjust anything as you go along like in XP, VX or VX Ace – no sir! You either do it right the first time or you have to do it again.
And I used to write some of my dialogue sequences in a private notebook when I was much younger, but then I realized that it’s just way more manageable to write everything down in one place.
And I used to write some of my dialogue sequences in a private notebook when I was much younger, but then I realized that it’s just way more manageable to write everything down in one place.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Man, I don't even know the general idea of what my plot is doing, much less what each sentence of dialogue is going to be. I start eventing a scene, and my plan going in is something like "I guess I should introduce the new character." And then I just see what happens.
Will there be other characters in the scene? Will anything happen? Where will they decide to go? What motive will they have? Halfway through eventing and writing the scene, I will start to ask myself these questions.
Please don't use this method if you are a "story person," the result is not high quality.
Will there be other characters in the scene? Will anything happen? Where will they decide to go? What motive will they have? Halfway through eventing and writing the scene, I will start to ask myself these questions.
Please don't use this method if you are a "story person," the result is not high quality.
I generally already have an idea of what each scene is going to be (some already pre-planned and dumped into the game itself with events for the sprites and whatnot, but not with the actual dialogue and scenes). When I'm bored, I tend to just write down the dialogue in a Notepad file and put it in that way, or if I feel like actually working on the game itself, I'll do it in there instead. Sometimes it takes me days just to finish one scene though since I'm extremely touchy about how dialogue goes and how the scene in general goes. There's been times I finish scenes and completely scrap it and do it over due to it not feeling right or fitting correctly.
So, a combination of both for me. Oftentimes though I just come up with it as I go, that's how I generally do everything anyways. No pre-planned scripts or anything, just let the movie reel run from my head and go there. Yes, I come up with my dialogue and scenes by pretty much running a visual movie in my head, complete with voice acting and action scenarios. >_>;;
So, a combination of both for me. Oftentimes though I just come up with it as I go, that's how I generally do everything anyways. No pre-planned scripts or anything, just let the movie reel run from my head and go there. Yes, I come up with my dialogue and scenes by pretty much running a visual movie in my head, complete with voice acting and action scenarios. >_>;;
My most recent approach has been:
1) Create a Beat Sheet in Word
2) Create first draft in editor
3) Copy dialogue into Word and save it in screenplay form
4) Do second draft as screenplay.
5) Copy dialogue back into editor.
Obviously everyone's different as a writer but I've found this works well for me.
1) Create a Beat Sheet in Word
2) Create first draft in editor
3) Copy dialogue into Word and save it in screenplay form
4) Do second draft as screenplay.
5) Copy dialogue back into editor.
Obviously everyone's different as a writer but I've found this works well for me.
Though I wouldn't object planning out scenes (who goes where and the general events in that moment), I generally prefer writing dialogue straight into the editor - if you really need to make a draft for a scene, you can easily create an event on a filler map and copypaste it in when you're ready. Still, if you have strong characters, there's hardly any need for planning dialogue - what the characters will say/do feels immediately obvious to me most of the time because of how well I developed the characters! Only problem will be making the plot go as intended if your characters will attempt to derail it.


























