I've created a project -- now what?
#1
Posté 13 octobre 2009 - 10:28
#2
Posté 13 octobre 2009 - 10:32
#3
Posté 13 octobre 2009 - 10:39
#4
Posté 13 octobre 2009 - 11:14
I found "Here's some tutorials that are not so much about the toolset itself, but about how you can organize your use of it when working on a project:
Project Tutorial." It's not very helpful.
#5
Posté 13 octobre 2009 - 11:15
Define your projects purpose and objective.
A project needs careful planning to be successful even more so with modules. Depending on your projects purpose you should define what makes it different and why somebody would download your project over somebody else's.
What is your project going to achieve? How long is it going to take you to make? Will you need help with it? Do you have the skills to create it yourself? Do you have the motivation to complete it and stay loyal to it's production ( this is more important when working with other people)?
Ask yourself all the questions, write yourself a design document ( search Google how to makes these ).
This is just scratching the surface; fortunately you have quite some time to plan before the game is released.
#6
Posté 13 octobre 2009 - 11:26
- The basis for many modules is level/area and plot/dialogue creation so you might want to start there.
- My biggest single piece of advice is to approach things in a step by step method. Don't look at the big picture too much right away because one can get overwhelmed that way. Instead take things on one at a time.
For example you might want to start out with level/area creation. Think of what type of things you want and then ask about how you might get what you envision. Then do the same thing with the cutscene editor etc.
#7
Posté 13 octobre 2009 - 11:29
I want to make a nice mod.Shadow180 wrote...
Define your projects purpose and objective.
I don’t want this to become competitive. I’m looking to make a nice mod, not a mod that’s better than someone else's.A project needs careful planning to be successful even more so with modules. Depending on your projects purpose you should define what makes it different and why somebody would download your project over somebody else's.
Something playable.What is your project going to achieve?
I don’t know.How long is it going to take you to make?
You’re helping me now, so yes.Will you need help with it?
I don’t know.Do you have the skills to create it yourself?
Again, I don’t know.Do you have the motivation to complete it and stay loyal to it's production ( this is more important when working with other people)?
*goes in search of a design document. *Ask yourself all the questions, write yourself a design document ( search Google how to makes these)
Thank you Shadow.
Modifié par Maria Caliban, 13 octobre 2009 - 11:30 .
#8
Posté 13 octobre 2009 - 11:37
I forget what it's like to work on this stuff for the hell of it.
What Beerfish said, look up some tutorials and just have a hell of a lotta fun making weird stuff.
#9
Posté 13 octobre 2009 - 11:49
Beerfish and Shadow180, thank you for the wonderful responses. I've been wanting to do a mod, but I have absolutely no experience whatsever.
Is the toolset pretty user friendly for newbies? I've got some ideas simmering around, but really didn't have any idea on how to start implementing them.
Thank you all for the great advice.
#10
Posté 13 octobre 2009 - 11:54
#11
Posté 14 octobre 2009 - 12:00
#12
Posté 14 octobre 2009 - 01:14
#13
Posté 14 octobre 2009 - 04:07
Read through those tutorials, even if just a brief look over as Beerfish suggested.
Try to figure out what you believe you can do already. Writing out, roughly, what your story is going to be. The npcs you need. The basic quest(s) of your module, assuming you'll use them. Are you building a free-form adventure or something more linear.
As you develop ideas or have questions about them or other issues that occur to you don't hesitate to ask questions.
You can also look over this old thread I made on building modules for NWN that still has some vague uses for building any kind of module:
http://nwn.bioware.c...2&forum=66&sp=0
Good luck.
#14
Posté 14 octobre 2009 - 08:55
Elvhen Veluthil wrote...
For me, the two most important questions at this point are if you know how the tale you are going to tell starts or ends?
Indeed. I know how it begins and how it ends.
What now?
#15
Posté 14 octobre 2009 - 09:30
Secondly, be ambitious, don't be afraid to attempt the impossible, if you can survive the frustration of a module never working, you'll be the better for it and will have picked up a lot of knowledge on the toolset in the process.
Also, if you're just starting out in the mod scene, be prepared to do a lot of 'beginner' tutorials that go over the same basic principles, most tutorial series I've used for previous toolsets burn out just when they start to get to the more complex stuff. You're going to have to do a lot of digging and questioning if you want to find details on the more complex aspects of the toolset, (although hopefully by this time you'll have enough experience/confidence with the toolset to be able to play around in it and learn things for yourself.)
Finally, and most importantly, have fun and stick with it, it's hard going to start with, but the end result is definitely worth it.
~Edit: I don't have access to the Dragon Age Toolset yet, but this info should still be relevant
Modifié par Lord Thing, 14 octobre 2009 - 09:34 .
#16
Posté 14 octobre 2009 - 09:32
I am not by the way expert in all this, these are friendly advices, maybe someone with more experience in writings for games can be of more help. But discussing things sometimes is good in itself
Modifié par Elvhen Veluthil, 14 octobre 2009 - 09:35 .
#17
Posté 14 octobre 2009 - 12:37
You could make it episodic if you want. Personally, I'd also recommend you to stay in Dragon Age Lore. It'll be way easier to recreated since we'll have good example with the OC.
#18
Guest_imported_beer_*
Posté 14 octobre 2009 - 05:59
Guest_imported_beer_*
I find that before I can start any mod, I need to know 3 things.
1. Where does the PC start- from a physical, emotional and mental standpoint. Who is she, where did she come from, why is she there? This includes the world she is in.
2. Why should she/he proceed? What is the playing character's motivation for proceeding through the story?
3. What are the possible resolutions to her tale?
Everything else is just details IMO. It may outline how she finds her resolution, or why she was where she was. But the means are to me more flexible than the framework and once you have these three clearly designed in your head- the rest is a lot easier.
#19
Posté 14 octobre 2009 - 06:05
Anyways if you need help with writing/dialogue or anything that doesn't involve skillz then I'm your man!
Modifié par Mistress9Nine, 14 octobre 2009 - 06:05 .
#20
Guest_imported_beer_*
Posté 14 octobre 2009 - 06:10
Guest_imported_beer_*
Indeed. I know how it begins and how it ends.
What now? [/quote]
[/quote]Break it down into parts.
Each part that consists of a significant enough plot point to propel her into the next.
Suppose; Woman is awaiting ceremony. You know that this will end with her in some crazy place, so you have a plot point that will be a ending for chapter 1.
1. Who is this woman? How will you establish the world she is leaving behind? Do you plan to do this through NPCs, lore books, cinematics.
2. What is this ceremony? What is its importance? How does she feel about it? How do other's feel about it?
3. Is there anything she needs to do or learn before this happens? Will this help establish the context of "what was" before she goes on to her new world?
4. Ceremony happens and she is transported to new place
Chapter 2
1. What is this new world? How does she discover more about it? Through companions? Side quests? What can you design to make this world interesting enough to motivate the player to go forward.
2. What is she seeking to find? What will she discover? Who is going to help her? Who are her potential enemies? What will make them potential allies or enemies.
3. Is the resolution of chapter 2 the final resolution? If not, what is the resolution of this chapter before you can proceed.
GAH! I don't know if this makes any sense to anyone but me.
#21
Posté 14 octobre 2009 - 06:12
#22
Posté 14 octobre 2009 - 06:17
lol.. so.. you're pretty good with steamy sex-scenes huh.. yeah.. right. If I ever get voice over to do for one, I'll leave you a messageMistress9Nine wrote...
If you need any help writing steamy sex-scenes you know where to find me.
Anyways if you need help with writing/dialogue or anything that doesn't involve skillz then I'm your man!
#23
Posté 14 octobre 2009 - 06:46
#24
Guest_GraniteWardrobe_*
Posté 14 octobre 2009 - 07:09
Guest_GraniteWardrobe_*
Well, write down what you will tell them.
Modifié par GraniteWardrobe, 14 octobre 2009 - 07:10 .
#25
Posté 15 octobre 2009 - 02:36
Rough story outlines are good as well as character descriptions for your NPC's. Those take a lot of time and you might as well get them out of the way early. However, don't write a story that requires for example, a race of sentient lizardmen, unless you want to be that guy on the forums on day 1 begging someone to make a lizardman model since you "just can't make your module without it".
Like CID said, you will want to take some time with the toolset when you get it and figure out just what you can do with it, then create something around that. If you try to go against your strengths, you probably won't ever finish it.
I plan on just laying out an area. If I make something that looks good, I'll add NPC's to it and maybe script some stuff. If that works out, then maybe I'll think about making a module out of it. I have no shortage of story ideas. It's just a matter of whether or not the toolset will be A. fun to work with, and B. capable of making something worth spending the time.





Retour en haut







