Article View: rec.games.programmer
Article #1574Story boards
From: Baylor
Date: Sat, 26 Dec 1992 01:16
Date: Sat, 26 Dec 1992 01:16
26 lines
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1830 bytes
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 Lines: 28