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- Path: sparky!uunet!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu
- From: baylor@ccwf.cc.utexas.edu (Baylor)
- Newsgroups: rec.games.programmer
- Subject: Story boards
- Message-ID: <85815@ut-emx.uucp>
- Date: 26 Dec 92 01:16:55 GMT
- Sender: news@ut-emx.uucp
- Organization: The University of Texas at Austin, Austin TX
- Lines: 28
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- Well i'm slightly happy with my spare time - i have working
- sprite editors (fixed 16x16 and 32x32) in ega and Have gotten most of
- the bugs out of the world-map generator. My EGA assembler blits work
- pretty cool, and while not the fastest, are still pretty fast.
- So now i come to the part that all true programmers hate -
- what do i do with it?
- While designing icons and testing blits on the map, i came
- up with castles, villages, tundra, grass, water, bridges, treasure
- and even a hero. But now what do they do? Is there a way you guys
- have found usefull for scripting a real game out?
- It's easy to do a keen-arcade find-the-door level. A simple
- sample game in this format (early ugly ultima) is easy also.
- But a REAL game, with subplots and hordes of items and hidden
- cities and such - it's enough to give me a headache. How my story flows
- really should decide my icons, map, treasure, etc.
- I have a concept for a plot, kinda like an idea for a book,
- but i'm not sure what to do to turn that into a real-live involved
- "takes-at-least-a-week" to solve-type game.
- For those who've actually finished a game, how did you control
- the game plot? Story boards and extensive sketches (ala-disney)? Trial-
- and-error? Are you just geniuses? Is there some better way to organize
- my thoughts before the rush that my routines work leaves me?
- Thanks for any advice - i've been trying so hard to get
- the techy parts working that now i don't know what to do when they did.
- - baylor
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