New account registration is temporarily disabled.

WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

Posts

Craze
why would i heal when i could equip a morningstar
15170
OzzyTheOne
I feel tempted to make a game with broken english dialogue. Write something down in german or spanish and direct transalteit using google trasnlate.

Who knows, maybe I'll get some broken dialogue like "All your base are belong to us".

Should I go for it?




only if you include a czarina optional boss
I'm at a point in my game where the party needs to travel across a desert to get to the next dungeon. Now I could just do that through the world map, but I was thinking of perhaps making the trek to the next dungeon into some sort of mini-game type thing (Like in Ocarina of Time where you have to use the lens of truth to follow the poe to the spirit temple). Any ideas?
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
Sahara-style deserts are unbelievably boring, so they make very bad traditional dungeons. But a minigame like that would probably work well.

Maybe have a boss battle against a sandworm while riding it, and you have to direct ranged attacks at the ground to the sandworm's left or right side to steer it towards the dungeon, while stalling the battle long enough for the sandworm to reach it before it dies.
I do like that idea, only there have been no mention of sandworms in my game up to date, and to just randomly throw one in for the sake of a minigame would come across as a little weird. I toyed with something like darting from ruin to ruin in between sandstorms, and if you get caught in a sandstorm you're sent back to the last checkpoint.
Please make sure to spellcheck your bad engrish game with an ancient version of Word so you can get hot additions like:
OzzyTheOne
Future Ruler of Gam Mak
4698
Wow, I forgot how fun it was to make cutscenes for your games. I've been stuck with mapping for most of the month and finally working out some events is a good change of pace.

I love eventing, I love to circumvent issues with complex events. EVENTS ARE LOVE, EVENTS ARE LIFE!
NeverSilent
Got any Dexreth amulets?
6299
author=OzzyTheOne
I love eventing, I love to circumvent issues with complex events. EVENTS ARE LOVE, EVENTS ARE LIFE!

Aremen, brother!
I'm honestly puzzled when people talk about developing their games' plots simultaneously with the game itself... with my own game, I mapped out the entirety of the plot and general structure of the game before I even made my first graphic, because I KNEW that otherwise I would lose focus and the result would have been disastrous. I mean, I get making small changes and adding fine details along the way (I made a character less mean than they were in the outline, for example), but if your game is story based, how do you even develop it without a complete story to guide you?

Maybe I'm just too much of a perfectionist >_>
Seiromem
I would have more makerscore If I did things.
6375
author=QZProductions
but if your game is story based, how do you even develop it without a complete story to guide you?


I'm pretty sure those who talk about developing the story while they develop the game don't have story as the focus, mostly gameplay.
author=Seiromem
author=QZProductions
but if your game is story based, how do you even develop it without a complete story to guide you?
I'm pretty sure those who talk about developing the story while they develop the game don't have story as the focus, mostly gameplay.


I figured as much, hence the "if your game is story based" :P I also have a huge bias towards story0based games admittedly, so it may just be a different mindset. ¯\_(ツ)_/¯
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=QZProductions
I'm honestly puzzled when people talk about developing their games' plots simultaneously with the game itself... with my own game, I mapped out the entirety of the plot and general structure of the game before I even made my first graphic, because I KNEW that otherwise I would lose focus and the result would have been disastrous. I mean, I get making small changes and adding fine details along the way (I made a character less mean than they were in the outline, for example), but if your game is story based, how do you even develop it without a complete story to guide you?

Maybe I'm just too much of a perfectionist >_>


While I agree that going in with no plot guide, not even an outline, is a bad idea, I don't think the issue is as clear cut as it sounds.

I can lay out a plot and have it sound good in my head. However, and this may sound crazy to some, when actually making the game, writing the dialogue, etc., the characters tend to take a different direction than the one I had planned. Trying to force it back on track comes off as more awkward and forced, so most of the time it's best to just let the characters do what feels right. Sometimes that requires restructuring the plot of the game itself. I know how I want it to start and end, but the middle can be tricky, as the characters can develop in ways that not even I expect.

What sounds good on a plot summary doesn't translate well into gameplay, either, so adjustments could be necessary there, too. These adjustments can snowball into a large enough issue that a major restructuring can be in order, especially if you're, for example, adjusting a character trait in a character-driven game.

But if you're just talking about someone sitting down to make a game with NO idea of the plot and NO idea of the gameplay, I'm with you that that's not good.
I am one of those devs who does not fully write out my story in advance. Instead, I make a 2-3 page outline as I begin development, where I write how the game begins, how the game ends, and write a rough idea of everything in the middle. I figure out the rest as I go.

For some devs, writing a rigorous script and sticking closely to it just doesn't work. If you're like me and are one of those people who is really wishy-washy and is constantly changing things, a flexible outline is probably the best way to go.

author=Red_Nova
author=QZProductions
I'm honestly puzzled when people talk about developing their games' plots simultaneously with the game itself... with my own game, I mapped out the entirety of the plot and general structure of the game before I even made my first graphic, because I KNEW that otherwise I would lose focus and the result would have been disastrous. I mean, I get making small changes and adding fine details along the way (I made a character less mean than they were in the outline, for example), but if your game is story based, how do you even develop it without a complete story to guide you?

Maybe I'm just too much of a perfectionist >_>
While I agree that going in with no plot guide, not even an outline, is a bad idea, I don't think the issue is as clear cut as it sounds.

I can lay out a plot and have it sound good in my head. However, and this may sound crazy to some, when actually making the game, writing the dialogue, etc., the characters tend to take a different direction than the one I had planned. Trying to force it back on track comes off as more awkward and forced, so most of the time it's best to just let the characters do what feels right. Sometimes that requires restructuring the plot of the game itself. I know how I want it to start and end, but the middle can be tricky, as the characters can develop in ways that not even I expect.

What sounds good on a plot summary doesn't translate well into gameplay, either, so adjustments could be necessary there, too. These adjustments can snowball into a large enough issue that a major restructuring can be in order, especially if you're, for example, adjusting a character trait in a character-driven game.

But if you're just talking about someone sitting down to make a game with NO idea of the plot and NO idea of the gameplay, I'm with you that that's not good.


Hmm, very true. What I tried to do was create a scenario that lended itself well to the exploration-based gameplay I was incorporating (lots of "looking for answers" bits, small fetch quests and whatnot to get the ball rolling on the plot) so I wouldn't have to go back and change a lot of stuff. I'm just one of those people who needs something complete before I can commit myself fully to it - really, I guess it's a difference in personal taste and work habits. :V

Thanks for helping me understand! Also idk why you'd ever make a game without a general concept first, but I have seen some games where it looked like the concept was thrown together in a drunken stupor so who knows? :P
I always do one of those barebones outlines. I'll put a note on my phone with the intro, the middle (merging gameplay and story), and the end. Then I'll go from there.

Helps to keep to a general outline while allowing yourself some fluidity. For example, you may plan to have the main character's brother help him uncover this plot of intrigue: you may imagine that he'll help the MC find the person responsible for a problem and bring him to justice, and that will be that. Instead of rewriting a bunch of plot "pillars", you just roll with it and adjust as needed.

But once in a while you'll be sitting there and you'll get a good idea: what if the brother is setting up the MC? Instead of aiding him, the brother frames him to take the fall for his crime so he can freely rise to power, or something like that.

It helps me a lot to keep the outline light, and along the way I'll draw sketches in a notebook of different gameplay mechanics or whatever, but I like to keep the story planning nice and loose.
author=Gredge109
I always do one of those barebones outlines. I'll put a note on my phone with the intro, the middle (merging gameplay and story), and the end. Then I'll go from there.

It helps me a lot to keep the outline light, and along the way I'll draw sketches in a notebook of different gameplay mechanics or whatever, but I like to keep the story planning nice and loose.

I like this plan of action too, I have these two stories where things got too specific and they ended up in pre-production hell.
Because I never get all the assets right to get them right, graphic and mechanic-wise.

Also as quoted before, do have some outline though or things will get messy.

----

Finally got the base weekday UI from my VN sort of working.


It's also planned is to add some virtual sticky notes around the screen with some tips and notes regarding the playthrough. "Literature needs work", "Login for 20-man Raid Sunday", "Meet Lucille at the mall this Saturday"...
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
Things you can do to robots in this game:
- Poison them
- Paralyze them with pressure points
- Turn them into zombies
- Demoralize them with insults
- Heal their bleeding by dousing them with water
- Reinvigorate them by singing to them
- Pollute their souls with darkness
- Play as one, and have all of the above done to you

I wonder how many players think this kind of shit is completely bizarre and are actually drawn out of the game by it. Personally I'm just like, "Yeah, of course, otherwise a lot of my abilities would suck."
author=Kevincalanor
author=Gredge109
I always do one of those barebones outlines. I'll put a note on my phone with the intro, the middle (merging gameplay and story), and the end. Then I'll go from there.

It helps me a lot to keep the outline light, and along the way I'll draw sketches in a notebook of different gameplay mechanics or whatever, but I like to keep the story planning nice and loose.
I like this plan of action too, I have these two stories where things got too specific and they ended up in pre-production hell.
Because I never get all the assets right to get them right, graphic and mechanic-wise.

Also as quoted before, do have some outline though or things will get messy.

----

Finally got the base weekday UI from my VN sort of working.


It's also planned is to add some virtual sticky notes around the screen with some tips and notes regarding the playthrough. "Literature needs work", "Login for 20-man Raid Sunday", "Meet Lucille at the mall this Saturday"...


Uh, shouldn't that be "Today's schedule" and not "Today schedule"?
Story-writing is really a two iteration process. It's pretty much exactly for me as for Red_Nova. Of course I think of the full story in my head before I start developing (unless I make a game with 100% gameplay focus, which is basically half of all the games I make, in that case I really create the gameplay first and then thing of a fitting story that can be told in 3-4 sentences and fits to the gameplay).

The complexity really comes when you write the character dialogues. Generally it turns into a better story (or so I found) when you give each character a personality ahead of time and then just let them act out as they realistically would based on the situation. This also often tremendously fleshes out the story, something you otherwise couldn't do easily when you just sat in front of a piece of paper and try to write down the story in detail.

Often this even causes me to have some real good story plot twist ideas. I never really fully change the core story, but I might very well decide that "Hmm, it doesn't make sense for the heroes to follow the villain here, it makes more sense they first go back and meet up with the others".

Yes, it can definitely mean I have to go back to earlier parts and modify them again, but the benefit is really a better result in the end.