rpgmaker planning

anonymous asked:

Hi! Are the way to write script/story for game is different than write a script/story in general?

 Before I start: if you guys have any examples or suggestions, feel free to add them on to this post. c:

Sometimes it is.  It depends on the game!  The biggest difference is that games have things like branching paths and optional dialogue the player will encounter along the way.  

For small branches in the script (like just a different response from an NPC than others), you can just write in something like this:

NPC: Do you like mint ice cream?

YES: NPC: Oh boy, me too!
NO: That’s alright, that mean’s there’s more for me!

And keep writing the script as normal.  For branching paths that have a big effect on the narrative, separating the two paths into different documents might be a good idea.  Separating your script by parts in general is a good idea if you have a large amount of dialogue in game.  I separated a script for an open world game by areas, and a script for a linear narrative game by parts (1 & 2) along with extra dialogue (like npcs and signs).  

If you have a lot of branching paths, make a flowchart for yourself to keep everything organized.  MindMaple is a nice little program for this, but you can do it in anything that you can make flowcharts with.  There’s also this Visual Novel Spreadsheet @dreamsyrupdev made that can come in handy if you’re making one of those (click on the title of the post to see it!), and here’s a reddit post with more cool resources like that.

For the actual format itself?  Well, again, depends on the game. Whatever you do, write it so that anyone else you’re working on the game with can understand it as well, even if it’s just your future self.  You don’t want to show a script to someone you’re working and then have to go back and reformat it since it wasn’t clear enough!  

 @pakilusin writes her scripts in regular movie format, and storyboards cutscenes as well. Others have said to me that they just enter in the script into RPG Maker as they make the game (and they don’t suggest other people to do it that way - no spellcheck in rpg maker!).  Here’s a site that has a few examples of game scripts from actual published games (the Bratz, Call of Juarez, & Dragonshard script samples work), and here’s a site that has a good example of scripts & storyboarding.  This site talks about writing video game scripts too.

Took me some digging, but I got an ask about this a while back.  You can check that out for some more ideas, as well as the responses.

Here’s two more script example I got in my files before I go:

Keep reading

anonymous asked:

I've always been interested in game development and had a dream to make game of my own, but the problem comes to that, that I don't see myself as a writer at all so it's hard for me to come up with a script even though I have a vague idea what I want my game to be about. I absolutely love drawing sprites and designing levels and that's pretty easy for me, but when it's time to actually create a story, I'm stuck. Any tips how to develop the vague idea of a story I have to a full story?

Why not try and write a few short stories set in the universe of your game itself?  Like maybe a small even that happened to the protagonist and/or the side characters of the series first, or a historical event in the setting that matters in the story, or anything else that would deal with your universe.  If you’re not that good at writing, the best way to fix it is by practicing!  

I’m not sure how vague your idea of a story is, but I usually go like this:

  • Who’s the main character?  (eg. a ninja)
  • What do they want, & why do they want it?  (eg. an old family relic that was stolen from them, they want it back for sentimental reasons and to avenge their family)
  • What stands in their way of getting it? (a large rival ninja clan who killed off the protagonist’s family)
  • How will they get around it, if they do at all? (infiltrating the other rival’s ninja hangout and kicking ass)

You can divide it into smaller parts within the game too:

  • Who: ninja protag
  • Wants: to get to the end of a hallway to go to the next room
  • Obstacle: a dog guarding the hallway
  • Solution: give steak to dog and run really fast

or more emotional parts:

  • Who: ninja 
  • Want: family honor & to be at peace again 
  • Obstacle: shame from watching them all die and not being able to do anything about it [and letting other’s taunts turn them away from completing their goal] 
  • Solution: comes to terms with it after talking to several other nice people about it, and realizing they are holding themselves back from their task with their own grief.   

Stories are about people (or humanized things) finding ways to get around conflict, even if it’s “I was hungry, so I drove to the store and went for a sandwich.  They didn’t have ham and cheese sandwiches that day, so I got chicken salad.”  (Who: the narrator Wants: to be full because they are hungry Obstacle: not the sandwich they want Solution: buy different sandwich).   When writing a big story, you’d have a big “who, wants, obstacle, solution” arc over the whole story with smaller ones throughout the novel as you went along.  

I always suggest looking up tutorials on how to plan out a game and how to plan out a story (google that since i don’t have any quick links OTL) if you want a story heavy game.  Go look up “how to write” tutorials, sites, & blogs to help you with the basics, and find a beta reader or a friend who can help you with your stories and give you positive feedback to keep you going and help you write better.

There’s tons of video games with simple plots, esp. in the early days of gaming where there was no physical space for any complex stories (go out and save the person who’s been kidnapped was a popular one, along with go save the world from evil dude and go win this trophy or whatever), so don’t feel bad if you go with something simple. Those games were light on story and heavy on gameplay, so it’s up to you whether or not you want to do something like that.  There’s also games without dialogue that tell the story through actions or the environment - Journey and They Bleed Pixels come to mind.  If the dialogue part of a script is the hard part, try actions alone first.

Worse comes to worse, just find someone who you want to collaborate with who loves writing!  Show them your characters, or present a concept of a world and be like “hey i got this idea anyone want to make a game?  all you’d do is write and give input, i’ll do the art and story, it’ll be a blast working together!”  Have a ball.

I hope this helps somewhat - developing a story is a process unique to everyone, and you don’t always need a story to make a good game.  Good luck!