I am thinking of diving in and starting with the toolset. My question is what would be the best way to put a module together. Right now I am planning a story and what I will need to use. But would I start by getting all my levels worked out first and then ad characters and items and quests and then cut scenes? Thats just an example but I dont want to start with the toolset and be all jumbled. Thank you in advance.
Looking for advice
Débuté par
d0de
, sept. 10 2010 04:21
#1
Posté 10 septembre 2010 - 04:21
#2
Posté 10 septembre 2010 - 05:46
Levels are your basic building blocks, followed by areas.
The following usually works -
Level -> Area -> Scripts/Plots/Quests -> Music -> Packaging
(Simultaneously) Creature blueprints, morphs, dialogue, codex entries, etc can be done.
The only reason I put Scripts/Plots/Quests after Area is that they might depend on certain specific tags, locations, etc that will be possible to test only after the area is done.
Really, the toolset is designed for multiple people working together which means a lot of things can be worked on simultaneously but that involves laying out the requirements in a pretty detailed fashion so you don't have to rework things later on.
The following usually works -
Level -> Area -> Scripts/Plots/Quests -> Music -> Packaging
(Simultaneously) Creature blueprints, morphs, dialogue, codex entries, etc can be done.
The only reason I put Scripts/Plots/Quests after Area is that they might depend on certain specific tags, locations, etc that will be possible to test only after the area is done.
Really, the toolset is designed for multiple people working together which means a lot of things can be worked on simultaneously but that involves laying out the requirements in a pretty detailed fashion so you don't have to rework things later on.
#3
Posté 10 septembre 2010 - 06:09
Learning the basics takes around two or three weeks. Level editing is recommended to start with. You will come far with copy-and-paste scripts from the wiki's tutorials and the people here are extremely helpful.
Good luck.
Good luck.
#4
Posté 10 septembre 2010 - 07:07
Thank you for the response I appreciate your help. One last question. At what point would you begin to put in dialouge and what would you put in as a place holder so to speak before you put in the dialouge.
Modifié par d0de, 10 septembre 2010 - 07:09 .
#5
Posté 10 septembre 2010 - 07:24
Dialogue can be written anytime. If you want to test it, you would need to assign it to a creature who must be placed in an area for which you need an area layout which is assigned after the level is created and posted to local.
In the simplest manner, you can create a blank level, post it to local, assign it to an area and place the creature with a conversation assigned to it and test it.
In the simplest manner, you can create a blank level, post it to local, assign it to an area and place the creature with a conversation assigned to it and test it.
#6
Posté 10 septembre 2010 - 07:49
I highly recommend the video tutorials at http://www.silentcid.com/main/. I would suggest downloading the videos to your hard drive so you can view them any time.
#7
Posté 11 septembre 2010 - 01:54
This link looks like it has some great stuff. Thank you for pointing me in that direction.
#8
Posté 11 septembre 2010 - 07:43
hi can u tel me hav i can get tool set at hav to mak it wok after i instolt the tool set plis sends me a mail on my profil :-)
#9
Posté 11 septembre 2010 - 09:31
If you're still at the stage of writing the story, there's a lot to be said for drafting a fairly detailed outline or storyboard before you start building anything.
That might include a description or sketch of the main characters, encounters, areas, artefacts and plots.
In the past, I've made the mistake of building large, complicated levels first (because it's fun). Problem is, if you only have a vague idea of the plot, you may struggle to fill those spaces later. Also, you can waste a lot of time on rework if you haven't thought about practical mechanics and stagecraft.
When it comes to building, the logical sequence is something like this. Don't worry - it's not really that complicated if you are a solo builder who doesn't plan to make custom content.
That might include a description or sketch of the main characters, encounters, areas, artefacts and plots.
In the past, I've made the mistake of building large, complicated levels first (because it's fun). Problem is, if you only have a vague idea of the plot, you may struggle to fill those spaces later. Also, you can waste a lot of time on rework if you haven't thought about practical mechanics and stagecraft.
When it comes to building, the logical sequence is something like this. Don't worry - it's not really that complicated if you are a solo builder who doesn't plan to make custom content.





Retour en haut






