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 Post subject: A little help ?
PostPosted: Wed May 10, 2017 6:06 am 
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Joined: Wed May 10, 2017 3:49 am
Posts: 11
Hi there, fellow authors,

I'm working right now with a small video game company, and we would like to build together a mobile game, some kind of Choose your own adventure game, somehow like the famous Lifeline.
I know it is not really an Interactive Fiction, but it's not that far. And I need help, and I don't know where to ask it, so here I come.

I'm writing a scenario for three weeks now, with a big idea in mind. That means, in most of these games, the choice is kind of an illusion, in my opinion. You can either fail, or go the way the scenario wants you to go. There may be one or two paths, but the steps leading to these ends are quite the same.

So I wanted a game where whatever you choose leads to a different story, not that the characters around you change the way they see you. I want the adventure to be different on each path. To be clear, I'm writing a scenario about nationalism and extremism, and I want the player to be able to choose between paths. But to make that kind of game interesting, I have to write a lot... A lot...

So I'm kind of lost right now, because I don't know how to write the scenario (not the text you'll see in game, the scenario, like a tree, with branches, etc.) without getting myself lost. Is there anything you know that could help me ? I cannot draw on a paper, it would be far too big in the blink of an eye. There's no program I found that allows me to draw such a tree without getting to deep into details (that means, writing the game itself)...

If some of you has already encounter this kind of problem, I would love to share.

And if nobody can, but you are interested, I can keep you aware of where all of this is going.



Thanks for reading in any case, and have a nice day !


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 Post subject: Re: A little help ?
PostPosted: Wed May 10, 2017 6:54 am 
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Joined: Thu Aug 13, 2015 1:34 am
Posts: 94
Location: Kemerovo
PlotEx can be indispensable for that, if you're willing to use Python scripts.

Or you can just take any graph software like XMind and make a regular node map.


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 Post subject: Re: A little help ?
PostPosted: Wed May 10, 2017 7:35 am 
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Joined: Wed May 10, 2017 3:49 am
Posts: 11
I tried a tool like that, the RealTimeBoard of Google.

It's quite fun at the beginning, but once you're getting a lot of information, it begins to be hard to read.

If there's nothing clearer, then is there a method I could use to simplify all of this ?

How do you proceed, when you want to write a really complex scenario with lots of branches ?

Here is a picture of a part of what I have done on RealTimeBoard. You easily see it's hard to understand where this is going - and it is not the half of the scenario I want to write...


Attachments:
Projet jeu - New frame.jpg
Projet jeu - New frame.jpg [ 173.42 KiB | Viewed 919 times ]
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 Post subject: Re: A little help ?
PostPosted: Wed May 10, 2017 8:09 am 
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Joined: Tue Nov 29, 2016 8:56 am
Posts: 63
For me Twine is something you might want to look at.
https://twinery.org/

Even if it might get tangled with a big history plot. Mmm.


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 Post subject: Re: A little help ?
PostPosted: Thu May 18, 2017 1:17 pm 
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Joined: Sun Aug 15, 2010 8:52 am
Posts: 1379
I'd second cibersheep's suggestion. Twine is fantastic for broad prototyping.

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 Post subject: Re: A little help ?
PostPosted: Tue May 23, 2017 2:19 am 
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But it seems to me that Twine is really helpful as long as your story's not going too far - but to organize a story that has 4 different paths, each of these having at least 3 alternate endings and so on, it got me lost very quickly.

I must admit I did not use it for longer than an afternoon, but I found it rather hard to read, to have a good overview and to find an information quickly inside... Have you already tried something that long ? I would love to hear some similar experiences to help... Writers of textual games are very quiet :|


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 Post subject: Re: A little help ?
PostPosted: Tue May 23, 2017 7:04 am 
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Joined: Wed May 10, 2017 3:49 am
Posts: 11
Well I've finally found this, maybe it could help someone else.
http://www.ifwiki.org/index.php/Craft#Making-Of_Articles

Still curious about your own experience....


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 Post subject: Re: A little help ?
PostPosted: Tue May 23, 2017 4:28 pm 
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Joined: Mon Nov 19, 2012 4:51 pm
Posts: 194
Location: UK
dnastudios wrote:
But it seems to me that Twine is really helpful as long as your story's not going too far - but to organize a story that has 4 different paths, each of these having at least 3 alternate endings and so on, it got me lost very quickly.

I must admit I did not use it for longer than an afternoon, but I found it rather hard to read, to have a good overview and to find an information quickly inside... Have you already tried something that long ? I would love to hear some similar experiences to help... Writers of textual games are very quiet :|


The problem of managing a branching narrative is similar to the problem of managing a website with multiple nested levels of pages. I expect that there is an app to write/edit websites which allows you to find content in any node easily, and to visualise a complex graph of nodes or part of the whole.


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 Post subject: Re: A little help ?
PostPosted: Tue May 23, 2017 9:00 pm 
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With that kind of major branching, might ChoiceScript be a little easier with the code indenting and ability to split sections into individual documents? I don't know, I'm just asking since many of the games that are published tend to be fundamentally linear but wide-laned with backstory customization and multiple endings.

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 Post subject: Re: A little help ?
PostPosted: Wed May 24, 2017 2:21 am 
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Joined: Wed May 10, 2017 3:49 am
Posts: 11
I'm curious Hanon, what is for you a non-linear game, in terms of structure ? Do you have an example ?

I have read quite a lot now, and didn't find anything that wasn't linear. I've read a lot of theory too, and most of them tend to avoid linearity by using stats, and delayed branching. But is this not just a trick to make it look like it's non linear ? When I play these games, I still have the feeling of linearity (which is no problem for me, because I'm a big fan of traditional literature).


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