Story
The Story part of the creation process can also be further divided into 5 parts:Outline
So now you've got your one of a kind idea. Now what?
Now you come up with the story.
First you'll want to make an outline. This will have all the basic plot points and crap. Basically all the important stuff that happens in the story, without all the details.- Barney the frog wakes up in a closet, dazed and confused.
- Barney is in the university, he wanders the halls until he meets Jojo, who tells him about Dr. Doodoo's plan for destruction.
- Barney goes home to get his trusty hat and discovers that it has been stolen, he vows revenge.
- Barney takes a plane to Madagascar to infiltrate Dr. Doodoo's secret lair.
- Barney is captured and put in a prison cell, where he meets the beautiful Molinda, then he escapes using magic.
- Barney confronts Doodoo in his secret lair and kills him with a saw blade.
- Barney and Molinda get married and "do it".
This will make it easier to add or change things, and will help you immensely when it comes time to actually write the story.
Which you will do now.
I don't know what to say here. Writing is an art that baffles me. Good luck!
Ha ha.
No, seriously, you aren't trying to write the next Bible or anything. Just fill in the blanks, add the details and minor characters, that kind of thing.
One thing to point out is that you aren't concentrating on puzzles yet. There will be plenty of time for that hell later.Filling it in
- Building Stronger Themes: What type of themes, story elements, etc. you want to play at.
The Characters
- Character Creation Form: Useful in bringing the character to life.
- Creating an Original Character
- Making Villians
- Also, if you are making a game set in the times of 'thous' and 'thees', make sure you get them right!
Getting the Thous and Thees right
Puzzles
The story has been written. You're in over your head now, no turning back. It is time. Time for the puzzles.
Puzzles are what make them games and not just stories where you can walk around, which would probably be pretty cool too.
There are a billion philosophies on puzzle design, and I am not the person to debate them, because I'm lazy and not perfect.
Suffice it to say that "Use Key in Keyhole" is not a puzzle, and "Balance plate of boiling frogs on head to unlock door" is also not a puzzle, although it would be hilarious if properly animated. Point is, don't be too obvious, but don't be too bizarre and obscure either. Also, clues are a must. The player has to somehow make a connection between "doing this" and "achieving that".Here's an interesting example:
In the uber-classic "Monkey Island 2" there is a puzzle involving a pipe that has to be opened. There's a big bolt on it. The player at some point will have in his or her inventory a frozen monkey with it's arms in an odd position.
To some people in the world this was funny, because the monkey could obviously be used as a "monkey wrench" to turn the bolt. There was a cultural connection, and no in-game clues were needed.
To the rest of the world however, "monkey wrenches" aren't called "monkey wrenches" at all. No no. They are called "Spanners", or something else. I haven't looked into it much. Obviously this puzzle didn't make much sense to those people.Puzzles above anything else, are something that you will get better at with experience. You'll learn what kinds of things work, and what kinds of things will get your inbox swamped with confused emails. There is no perfect formula.
So how do you get started?
Well, first of all you have to identify and/or create some problems for your player. Go through your story and find the major obstacles that the main character faces. Once those are found you can start making life miserable for the player by breaking those obstacles down into even more little obstacles. Teehee!
Here's what I mean. Let's use The Adventures of Barney the Frog as an example:Barney has discovered that his trusty hat has been stolen by Dr.Doodoo.
Grrrr! That makes him mad!
Somehow he has to get to Madagascar to get his revenge!Bing! Major obstacle!
The first part of the game will be Barney trying to make his way to Madagascar. That's the major problem/puzzle that the player faces.Barney goes to the airport but discovers that a plane ticket will cost him 100$, and that he will need a passport. Poobungies. Barney has no passport, and he left all his money in his hat. What will he do?
Aha! There's two more!
See what I did there? I broke the major problem down into two smaller ones. This can go on forever.Barney finds a shifty looking thug in an alley. The thug can get him a passport, but it will cost him four pounds of grandma's cookies and a loaf of turnip bread.
Barney has also found a woman willing to pay him 100$ to cut her lawn, but her lawnmower is broken. It needs a new wheel and blade.You could make an entire game just about trying to get on the plane to Madagascar. It's all about breaking down and splitting obstacles, like some crazy get-rich-quick pyramid scheme your uncle relentlessly tried to push on your father until he ended up with a broken nose.
There are also different types of puzzles. There are the obvious inventory puzzles, where you have to "get this to do that". There are combination puzzles, where objects have to be combined to create new objects.There are logic puzzles (A-la "Castle of Dr.Brain"), timed puzzles, etc...
I can't name them all. I just pulled those out of my butt. You see what I mean though.Dialogue
- Description, Dialogue & Action: The Action portion might not be all that useful for a game, but you can make use of the help on descriptions and dialogues.
