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I am someone who has pretty considerable anxieties about failing myself by not finishing the work I have in mind prior to complications or death making it impossible. I half joke with my sister that if I die prematurely, I give her my full blessing to plagiarize me. But it does cause me genuine fear every now and then that I will pass unfulfilled or something if I do not churn out everything that’s in my head. Does this thought ever unsettle you as a writer? How do you go about coping with it? D…
Just what the title says. I’ve looked around the forum a bit and have read the blog posts about this, but I’m curious about how the writers of CoG go about it themselves. Everyone has slightly different approaches to all aspects of writing and the planning process is one of the most important parts of writing. If you don’t start with a good structure, you probably aren’t going to end up with anything worth reading.
Hello! Still a newbie in making my own game. I got more or less got the basic of the CS coding, so now I’m in the actual development of my first work, the story and content part.
Right now, what I’m to doing is writing everything like how I would write a novel, have the start and the first ending. After that first ending and everything laid out, that’s where I’m going to code the other possible choices, paths, outcomes, conditions and endings.
I’m wondering if you guys have other ways you use …
Instead of posting questions asking for help with outlining, I decided to post some advice that might help others who, like me, are struggling with how to organize their game in the planning stages.
The blog is full of really great articles, and I just came across this one that I found especially helpful at this stage:
End Game and Victory Design
It’s a couple of years old at this point, so hopefully it will be news to some of you. In short, one way to plan your game is to figure out the goal…
For me personally, I plan as I would a novel and a game. I create the narrative elements and gameplay elements, which both pieces influence and inspire one another.
A “patch as you go” advice might be that this is only a work in progress . Things can change; you’re not beholden to earlier outlined elements. Playing your game and receiving feedback helps here.
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