I wrote the walktrough for my game before I started the game-making,
so I knew what would happen...
Is that odd?
That's normal.. It's the same thing as planning out your game.. :) It's what I would do
I did the same with Tourist Trap.
(note to self: actually bother to learn ags so I can finish DROID and start on Tourist Trap)
I always do it that way. Walkthrough first, then make the game ;)
m0ds
Yeah, and we all know how successful m0ds's past projects have turned out... :p
Walkthrough for a Mods-game:
- Walk to girl
- Look at girl
- Talk to girl
- That's all you can do, since this game isn't finished yet. Release date is set to etc. Have a nice day!
Aww, now you've spoiled me this unique concept by telling that!
It's always a good idea to have some sort of grasp on where the game is going, and what puzzles will take the player there. When making a game I tend to have the big picture in my head (without puzzles, just what I want to be done and in what order, as far as character to character interaction). I do have some ideas for future puzzles, but most of the puzzles I work in later. Each new section that I make, I write a rough walkthrough that'll take me to the next section. Now I wouldn't give this rough walkthrough for other players to use, as in some cases I leave out things I already know I will do, and I keep it simple so that only I understand what the walkthrough means (I might skip verbs because I know exactly how I want to use the object).
-MillsJROSS
I just take a night where I've had a bit too much sugar and caffiene (since I legally can't drink yet) and then I write down more of the plot, making the game more or less around the stuff i have written.
The only problem is, though, is that I tend to just go from puzzle to puzzle that way, and I don't put in as much detail into the game as I usually would making it up as i go along.
But at least I get something done that way (one demo in over a year. It's something, though)
Writing the walkthrough is fine, but I do it more detailed than that. I write down walkthroughs, character list, plot points, locations, snippets of dialog...
...which is a good and entertaining past-time, there are, however, people who have almost no time for actually MAKING the game, and one of them is me.
Besides, I believe in inspiration.
AGSers, I laugh at your plans, notes, diagrams, schemes, blueprints, design documents, character sheets, dialogue trees!
I fly on the wind sent by the snow-white wings of my lofty-busted Muse!
Of course, you have to wait a little for results.
I did that to. there's nothing odd about it
I also write all those notes, diagrams and synopsis and whatnot, but may Satan take my soul and eat my testicles raw if I ever follow them
May I eat your testicles raw instead? It would be a shame wasting them on some mythical creature no one's ever seen.
However, it's a real good thing, I think, to write down the plot before creating your game, but make sure you're not too stuck with the plot and put other things in while creating.
I've never done anything like that, though. I've always just have a basic idea first and then as I start making the first few rooms and characters something comes up in my mind and I follow it. The puzzles and plot are normally based on what rooms I have drawn rather than the opposite. If I ever made a larger game, though, I'd probably write things down.
And to answer your question: Yes, you're odd. We all are.