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Article #1574

Story boards

#1574
From: Baylor
Date: Sat, 26 Dec 1992 01:16
26 lines
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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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Path: arc1-ca.pugleaf.net!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
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