My question though, is when translating it across into the world of Quest, do you lay out all your rooms first then populate them and block exits etc..., or do you do it all one room at a time, not moving on to the next until you are certain that the one you are in is finished.
And how do you make sure you don't miss anything?
Also, on the coding front - is it better to download the Quest engine, or is the online creator good enough?
<object name="orc">
<dead type="boolean">false</dead>
</object>
// or you can put it onto an Object Type (in the GUI~Editor, it's under "Advanced" in the left pane ~ the "tree of stuff"), and then put that Object Type (via~as an "inherited attribute ", in the GUI~Editor it's called the same thing in the Attribute Tab of the Object, onto your various objects):
<type name="character_type">
<dead type="boolean">false</dead>
</type>
<object name="orc">
<inherit name="character_type" />
</object>
HegemonKhan wrote:Game Making is extremely challenging and is a lot of work!, even for the simpliest of games!
1. Story~Plot~Etc Writing (need to be a good author)
2. Game Design (need to be creative, extremely organized)
3. Game Mechanics and Balance (need to be a good mathematician to figure out perfect formulas, algorithms, equations)
4. Coding (need to be an excellent Programmer, to code in everything, to code in your actual entire game, lol)
5. Media Content (if you want graphics, sound, voice, and etc)
6. etc etc etc
[snip]
HegemonKhan wrote:[snip]
You HAVE TO make your focus~goals *SMALL*, keep each task you do, as simple as you can, and don't move onto some other task, until you've finished up the first task. Slowly, but surely, you'll build up your game. Just keep adding~completing small parts, as eventually you'll have them all done, and a finished (or at least a somewhat functional) game to play. Then, you can go back and "fine-tune" your game.
guzmere wrote:Always go with your gut feeling and let your imagination take flight for without it the great authors would never be! And never be frightened to experiment for if ridicule be your fear then you only have yourself to punish. TerryHappy Adventuring
Liam315 wrote:[snip]
Once I had that as well as a basic concept and narrative outline, it became a fairly organic process from there. You have an idea for a plot line, then you start making the objects needed and scripting it. Then that will give you an idea for another plot line which you might need a new room for so you make that. Along the way you've created a scenery object which gives you an idea for a puzzle so you change it's properties a bit and incorporate it. You have an idea for a cool puzzle so you craft a narrative thread around it so that the puzzle makes sense within the context of your game. Then you go back and realise some of those rooms you built earlier were completely superfluous so you demolish them, or amalgamate them with another room. You delete an object you thought was essential because you've come up with a better idea. You realise that an earlier stretch of plot is ridiculous etc. etc. etc.
All of that has happened while I've been building my game and unless you've 100% thought of every stage and possibility for your game, it will probably happen to you to. Like all creative endeavours, you have to be willing to adjust your plans and vision as your creation takes shape in order to stay in tune with it. There's no use trying to force something in that you had originally planned even though it no longer meshes with what's eventuated.[snip]