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       #Post#: 34--------------------------------------------------
       Game Design: The Big Picture
   DIR By: Pam
       Date: May 22, 2021, 8:44 am
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       Todd Zankich - Early 2000's
       Agast
  HTML http://web.archive.org/web/20060704030616/http://www.allitis.com/agast/index.html
       Here's one way to make an adventure game:
       Write a Story
       The first thing you will need, obviously, is a nice short story.
       If you don't have a story to tell, there's not much point in
       making an adventure game!
       I'm sure there are lots of resources on the internet to help
       with this stage, but there is no substitute for pure
       determination.
       Create Storyboards
       The storyboard is where the important design decisions are
       hashed out. It mainly concerns the game's plot, characters, and
       all those infamous adventure game puzzles.
       Creating a storyboard for an adventure game is a real challenge,
       because often the order of events is non-linear. Luckily, there
       is a trick to designing anything with complexity: break it up
       into smaller parts. And if those parts are still too complex to
       visualize, slice them up again.
       Create a main sequence of events that corresponds the game's
       story. Then devise sub-quests in each part. Many of these
       sub-quests may be interrelated. In the game's logic, this is
       expressed through the use of variables and inventory items. So
       be sure to jot down notes about such things.
       The problem is how to write all this down clearly so you can
       understand it later. Drawing a graph on a huge sheet of paper
       with lots of lines and boxes might be a good method. But there
       are as many different ways as there are people. Just do what
       works for you.
       Make a Map
       Although the storyboard is the abstract map of the game's flow
       through time, there must be a physical map of the world as well.
       This world is like the player's interface to the story.
       The map should include notes about variables and counts that
       figure into the game's flow, as well as where flags are set and
       where items are found and used. The map and storyboard must
       complement each other, because neither has all the necessary
       information alone.
       Draw Placeholder Artwork
       It is too early to spend time drawing your game's final artwork,
       because you still don't have any way to play-test your game. You
       might easily decide to change something down the line. So just
       draw a quick sketch of each scene.
       Also draw a few characters and inventory items. It doesn't
       matter how they look, a little smiley face will do just fine for
       now.
       Start Coding
       Once you have at least a sloppy rendition of each scene, you can
       start writing code to link them all together. This is where the
       game really starts to take shape and all that hard work begins
       to pay off.
       After you can walk around from one scene to the next, add the
       people. Be careful not to get too detailed at this point. Start
       with the major characters and objects, and work down to the
       minor ones. Leave out details like flowing water and animation
       sequences are not significant to the flow of the game. Otherwise
       you might get lost in the confusion. (Later, when it is time to
       add finishing touches, you can put them in a separate script
       file so the main actions remain quickly accessible.)
       If there is something wrong with the design, it is not too late
       to fix it. Just revise your design specs (storyboard and map)
       and re-adjust the scripts and artwork. Once you are happy with
       the game, continue to the next step.
       Produce the Artwork
       It isn't called art-work for nothing. This is one of the most
       difficult and time-consuming parts of the game's production.
       I think everyone has the ability to be a great artist.
       Unfortunately, few have had the incentive to practice. If you
       don't have the time or desire to do it yourself, you do have a
       bit of inspirational bargaining material on your hands.
       Most artists would not waste their time when someone asks "will
       you do the graphics for my game?" because the vast majority of
       people who ask never finish. But since your game is almost done,
       what better opportunity is there for a talented artist without
       experience to get recognized? An adventure game would make a
       worthy addition to any portfolio! The same goes for musicians.
       After the final art is complete, you can tweak the
       mouse-clickable regions to fit, create the paths that determine
       where the player can walk, and draw the zbuffers that mask what
       the player walks in front and behind.
       Fill-in the Details
       Now that the game is playable, you can smooth off the rough
       edges. Here are some things you can do to make your world a
       nicer place to visit:
       - Add background animations, such as splashing water, jumping
       fish, flickering torches, blinking lights, wildlife, and
       whatever else is appropriate for your game.
       - Add more speech and conversation with branching dialogs. As
       long as the dialog stays interesting and lends itself to the
       game, it makes a nice addition. Just don't go overboard, or the
       player might get bored with all the talk.
       - Interject animations such as facial movements and body
       language.
       - Record the speech.
       - Add music and sound effects.
       - Create responses for silly things the player might try by
       handling more events.
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