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Planning games beforehand
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junahu
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Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Wed Jul 14, 2004 5:08 am    Post subject: Reply with quote

I don't plan much at all. This is because I am terrible at making whole games. I'm just a plotscripter at heart (And not even a very good one at that) so most of the time I just make a list of variables and scripts or something like that.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Wed Jul 14, 2004 2:22 pm    Post subject: Reply with quote

I've never actually written a design document, 'cos I've never been sure what to put in one...
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Aethereal
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Joined: 04 Jan 2003
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PostPosted: Wed Jul 14, 2004 3:37 pm    Post subject: Reply with quote

Look at other design documents for ideas. You can find them on the internet in various places.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Jul 14, 2004 5:36 pm    Post subject: Reply with quote

This is pretty loserific, but sometimes I plan games for no RPG Maker. I just write down ideas on paper, for FUN. If I come up with a really good idea then I usually write down paper information, and then put it into the computer. This is really useful when the plot of the game is non-linear, since there would be so much organization and moving. I also draw a lot, and that is kind of like the design, too. I write ideas, great plot ideas... yeah.

Yeah, I'm a f*cking weirdo.
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no_shot
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Joined: 28 Apr 2003
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Location: On the road to perfection.

PostPosted: Thu Jul 15, 2004 12:54 pm    Post subject: Reply with quote

Eggie, that's what a lot of writers do. I'm pretty sure that if you keep doing what you're doing, you'll be able to manifest many different art forms based on the ideas you're jotting down. Keep it up, because something's obviously taking shape.
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Setu_Firestorm
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Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Thu Jul 15, 2004 1:46 pm    Post subject: Reply with quote

It's a funny thing, really.

For Neo Krysta 2, I wrote up the basic exposition of the plot, but once Peika's father was declared dead, I made the rest of the story up as I went along. Now, this means that spur-of-the-moment technically can be a good thing if it's done carefully.

Neo Krysta 3 went through 14 months of development and planning (and the game went to crap >:/ ), and at least its presentation was close to commercial quality.
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Rpeanut
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Joined: 16 Mar 2003
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PostPosted: Thu Jul 15, 2004 1:50 pm    Post subject: Reply with quote

Planning is good, it can be an anchor for when you lose interest in your game. You can re-read notes see good ideas, and edit out bad ones, and gain inspiration for new ideas. ......and of course what the other people said.
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SlightlyPyro
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Joined: 04 Jun 2004
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PostPosted: Fri Jul 16, 2004 6:11 am    Post subject: Reply with quote

I don't get a lot of time to make my games, but I plan them in my head all the time. I've never gotten the hang of connecting pencil with paper to get any ideas down, but it doesn't seem to have affected my ability (or lack thereof) to make almost half-decent games.


Translation: I've never finished a single game in my life. I plan and plan and plan and get about halfway through the intro, then production mysteriously ceases.
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