Hello. I'm working on combining the technology from several open source academic projects into one Easy to use Game development system.
Basicly read
and
and this:
I'm apposed to branching narrative. I've come up with an alternative I'm calling Merging, since you look as a choice then you move back up to the choices that need to be made to enable that choice, instead of a tree branching out you get a tree funneling(though that's not actually a description of how it works, especially if you look at the complete graph of all available choices or of the complete story.. It should be called 'Whack-A-Mole')
instead of starting with scenes and asking "What are the things that could come after this scene?" then adding chooses that like to new scenes and trying to weave the paths back into each other to avoid the exponential explosion.
With my approach you start with a choices then work backwards asking "What things could of happen before this that enabled this thing to happen and what could have prevented it?" then after to got the flow worked out you go back and write the responses to those choices.
I think this approach will be more useful to write parser based IF(interactive Fiction for you youngsters, They simulate the world and generate response to what the player does. Think a text based The Sims)
When you play the game, Instead of scenes offering you choices that move you to the next scene. Choices are added or removed from the pool of available choices as you interact with the world; Then when you make a choice it generates a vignette( description of what happens based on the current state of the world(like the previous choices you're made)).
So lets you you start to write a story and you get this: a
It doesn't make a nice Prerequisite/enable/prevent graph. you have things braking enables and reenabling this that where prevented. This tell you that you are missing narratively significant events. This is how I fixed it:
If you start adding a layer of 'Brakes' and 'Reenables' to your finished designs you want to add a layer of 'Fixes' to the 'Brakes' and 'Disables' and then more lays on top.
But the tools needs to support them even thou the engine does not, it like the error messages that programs use to find out why their code doesn't compile. So that when the author finally goes to bed then gets back to it the following evens he remembers that he needs to fix it. or then worst if multiple people are working of the same game.
Thanks for your time,
Alta
Basicly read
You must be registered to see the links
and
You must be registered to see the links
and this:
I'm apposed to branching narrative. I've come up with an alternative I'm calling Merging, since you look as a choice then you move back up to the choices that need to be made to enable that choice, instead of a tree branching out you get a tree funneling(though that's not actually a description of how it works, especially if you look at the complete graph of all available choices or of the complete story.. It should be called 'Whack-A-Mole')
instead of starting with scenes and asking "What are the things that could come after this scene?" then adding chooses that like to new scenes and trying to weave the paths back into each other to avoid the exponential explosion.
With my approach you start with a choices then work backwards asking "What things could of happen before this that enabled this thing to happen and what could have prevented it?" then after to got the flow worked out you go back and write the responses to those choices.
I think this approach will be more useful to write parser based IF(interactive Fiction for you youngsters, They simulate the world and generate response to what the player does. Think a text based The Sims)
When you play the game, Instead of scenes offering you choices that move you to the next scene. Choices are added or removed from the pool of available choices as you interact with the world; Then when you make a choice it generates a vignette( description of what happens based on the current state of the world(like the previous choices you're made)).
So lets you you start to write a story and you get this: a
It doesn't make a nice Prerequisite/enable/prevent graph. you have things braking enables and reenabling this that where prevented. This tell you that you are missing narratively significant events. This is how I fixed it:
If you start adding a layer of 'Brakes' and 'Reenables' to your finished designs you want to add a layer of 'Fixes' to the 'Brakes' and 'Disables' and then more lays on top.
But the tools needs to support them even thou the engine does not, it like the error messages that programs use to find out why their code doesn't compile. So that when the author finally goes to bed then gets back to it the following evens he remembers that he needs to fix it. or then worst if multiple people are working of the same game.
Thanks for your time,
Alta