Post by Winin on May 27, 2013 9:49:25 GMT -5
Here are some documents that are well done: skydrive.live.com/?cid=e4bd98705f276022&authkey=!AFDfOY9dm_ZN8qw
And this site has some videos: www.nwugc.com/
Or here: tavernugc.com/
I recommend: first make a simple quest with 2 maps with a dialog objective, interacting objective and kill objective. That will get you most of the key elements.
Here is some advice I posted a while back on the official forum:
After running into trouble in NWN, NWN2, and STO due to a mismatch between What I Can Envision and What I Can Create, I've been taking the approach of sketching out the quest with the story board. That ensures that I don't go overboard with branching dialog and side quests and so forth. I have to always remind myself that it needs to get finished and published at some point.
My key point is to get a full, playable quest done as quickly as possible. Think of it as a prototype. By playing through a bare-bones quest, you'll be able to spot problems early. Problems that you can't see until you actually play it. Then you can fix those before you spend days fine tuning a beautiful room or dialog that winds up in the trash.
And this site has some videos: www.nwugc.com/
Or here: tavernugc.com/
I recommend: first make a simple quest with 2 maps with a dialog objective, interacting objective and kill objective. That will get you most of the key elements.
Here is some advice I posted a while back on the official forum:
After running into trouble in NWN, NWN2, and STO due to a mismatch between What I Can Envision and What I Can Create, I've been taking the approach of sketching out the quest with the story board. That ensures that I don't go overboard with branching dialog and side quests and so forth. I have to always remind myself that it needs to get finished and published at some point.
- First I make a quick outline of the plot (no more than 1 line per high level plot point) in google docs or a notebook.
- Then I create all the objectives in the story board.
- Next I make simple maps (1-2 rooms) and place objects, npcs, and encounters, but only ones needed to satisfy the storyboard.
- Then I write simple dialog for the conversations, 1-2 boxes max.
- I keep going at the super stripped down level until my quest has all the components I want to include.
- The goal of all this stripping down is to have a completed quest that I can play through without any errors.
- That means all the "coding" bits are done (e.g. visibilities on/off at the right time, story flow works and is logical, contacts work properly and update, etc.)
- Play the bare-bones-but-complete quest many times and make sure you like the flow of the story.
- Then I use pen and paper to sketch up the real maps and I create them.
- Once the maps are in place, I populate them with objects, build any customized things, place encounters, etc. to make it look good and playable. Run through each map many times to make sure it works, looks good, etc.
Then I write the full dialog in google docs and cut/paste it into the dialog editor (I wish there were a better way). - Finally I add music and sound effects.
- Play, play, play. Hunt for bugs, typos, etc. Try to play it "wrong". Go the wrong way. etc. Keep a notebook and write down every little thing. You won't remember that one typo on the first map when you get done. Also you can write down the ideas for your next quest to get them out of your head. DO NOT STRAY! DO NOT START WORKING ON OTHER QUESTS! THIS ONE IS ALMOST DONE! SPRINT TO THE FINISH LINE!
- Publish and play through with a different class. Unpublish and fix.
- Publish and create a "check out my quest" thread.
- Buy more coffee and get brainstorming for the next one.
My key point is to get a full, playable quest done as quickly as possible. Think of it as a prototype. By playing through a bare-bones quest, you'll be able to spot problems early. Problems that you can't see until you actually play it. Then you can fix those before you spend days fine tuning a beautiful room or dialog that winds up in the trash.