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Red Slime
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 PostWed May 11, 2011 12:19 pm
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Plan out your game on paper before you even think about putting content into OHR. Write out the script and revise that until you're happy with it, then just work on hammering it all out in the editor. The biggest mistake I tend to make is hacking away at content until everything's an unordered mess that's tough to change on-the-fly. Plan, plan, and plan some more.
Metal Slime
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 PostWed May 11, 2011 9:54 pm
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NinjaOverdrive wrote:
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To NinjaOverdrive:
Oh yes, if you can get someone besides yourself to playtest your game, that is 100 times better. But that's not always easy to pull off for some people, especially on their first game, unless you have personal friends who are willing to do it.

I think I am going to complete the first dungeon map, give it a few more thorough play throughs, make all necessary changes and then release an early version demo for people to play and hopef I can get some useful feedback from that.


i'd be happy to test it for ya whenever. i actually like finding bugs and glitches, or areas to improve. just... not... in my own games.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Metal Slime
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 PostThu May 12, 2011 12:03 am
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Plan out your game on paper before you even think about putting content into OHR. Write out the script and revise that until you're happy with it, then just work on hammering it all out in the editor.


Writing out a full script before even starting on the game?? Wow. For me, trying to do that would probably make me lose interest in a game very fast.

I mean, it might be fine for the super-organized types, but I personally wouldn't ever go into a new game with anything more than a rough outline of what happens in each point in the game (sometimes going into a specific order of events if I have more than a vague idea that far ahead of time, but usually not.)

Some planning is definitely a good idea... you don't want to make up everything as you go along (unless you do want to make up everything as you go along--it does work sometimes!) But actually writing a full script out for all the textboxes, cutscenes, and such ahead of time seems really excessive.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Slime Knight
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 PostThu May 12, 2011 12:13 am
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Some planning is definitely a good idea... you don't want to make up everything as you go along (unless you do want to make up everything as you go along--it does work sometimes!) But actually writing a full script out for all the textboxes, cutscenes, and such ahead of time seems really excessive.


Actually, I do write out most of my textbox outside the editor before putting them in the editor--it's a good way to test spelling. As far as writing out an entire script goes, though, I prefer rough outlines. I use a game design document template that I write out most of what I want in each level and then an overall plot outline with critical points in the plot so I know where I'm trying to get the story to next.

If it wasn't for pre-planning I'd already have been completely lost by now and just tossing things in here and there.
Like a drifter I was born to walk alone. ~Whitesnake~

1984? Yeah right, man. That's a typo. Orwell is here now. He's livin' large. We have no names, man. No names. We are nameless!
~Cereal Killer, Hackers~
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