AGS Script - how should it look?

Started by omerzigdon, Tue 17/04/2007 08:47:54

Previous topic - Next topic

omerzigdon

In the last few days I'm looking for people to my project. After some posts people want to see the script.
Now - I know great how to write a script for the cinema, this is business, my work :). But I don't know how you people think an AGS game script should look.
I'll be glad to see an example.
Thanks.

Dan_N

Now, I'm not sure if this correct, but here's an example for notepad:

PIRATE QUEST
===by Me====

PART ONE: The Finding of the Key
------------------------------------------

ROOM: Chest (ROOM 2 in AGS)

Ego in a chest. When he comes to, he says "Where... where the bloody hell am I?". He hears a voice from outside: "Shut yer trap, yer in a chest, and ye shall be given as booty to the scourge of the Seven Seas, JollyBeard.". Ego says to himself "I must get out of here...".

PUZZLE: Getting out of the chest

Hints - Apart from feeling around, the player can also talk to the pirate carrying the chest to gather more info.

Solution - Ego can feel around, but he can't see anything, so he must keep feeling around until he feels something small, and steely... When he feels that for the second time he realises it's a key and takes it. He must feel around for a hidden lock, seeing as how this was a magician's chest and then use the key on the lock to get out.

This is just an example, and you can use these ideeas if you like :).

Akatosh

Mine are a horrible half-english half-german mess which I half type, half scribble down in PocketWord - Format on my PDA. They are of little or no value for anyone but me.

FSi++

My looks somewhat like

. . .

function repeatedly_execute_always()
{
  int i = 0;
  while(i < 20) {
    int j = 0;
    while(j < 15) {
         int ram = GetColorAmount(IntToFloat(i), IntToFloat(j), cRed);
         int gam = GetColorAmount(IntToFloat(i), IntToFloat(j), cGreen);
         int bam = GetColorAmount(IntToFloat(i), IntToFloat(j), cBlue);
         plot_ex(IntToFloat(i), IntToFloat(j), ram, gam, bam);
         j++;
      }
      i++;
   }
  frame++;
  if (frame >= 100000) {
    frame = 0;
  }
}

. . .


Yup. That's it. The real sample.

omerzigdon

But a quest isn't build like a movie - scenes and parts; it is a result of the gamer actions. People that want to see a script â€" what format are they expecting for?

GarageGothic

Everybody writes their design documents differently. Most of us working alone don't bother too much writing everything down beforehand (certainly not small things like room object descriptions, and incidental dialog may also be added while coding the game).  Even a lot of the old Sierra/LucasArts games were partly written by the programmers.

I recommend that you take a look at some professional design documents from the golden age of adventure games:

Christy Marx' outline for Conquest of the Longbow is a nice example of a step-outline for the puzzle design.

Al Lowe's design documents for Leisure Suit Larry 5-7, Freddy Pharkas and Torin's Passage are much more detailed.

Neither include dialogs, but for dialogs and cutscenes I would just recommend using standard screenplay format. If you're a professional screenwriter you probably have Final Draft, which should be perfect for the job.

omerzigdon

Ok - thank you very much!

And I'll use this thread for another question: How much AGS programmer usually work on big projects?

Dan_N

Well, theoretically, the coder does a lot of the job, as he should be assembling everything in AGS: cutscenes, characters, room interactions, rooms, etc.

But coders can be used just for special, harder bits, and someone else assemble it, like for example the designer of the game...

Radiant

Usually one. Sometimes two for really big projects. Coding in parallel isn't all that practical.

Da_Elf

being a DM and writing a "script" for an adventure game are one and the same. im curently writting up a quest which should take a while for my players to play. would be cool if when i finish asterix if i could write a D&D AGS game hehe (shame it would be single player though)

omerzigdon

#10
....

Da_Elf

whoo hooo. im not the only geek here hehehe

omerzigdon

#12
....

GreenBoy

D & D......     :D

That would be a great thing to use AGS's tcp prototocol plugin for.

I assume.   Though I heard it doesnt work so hot.

Still probably the most pratical use for multiplayer in AGS.


Ironically its not an adventure game in the traditional sense.

Captain Lexington

Sorry to do any thread-bumping, but this isn't that old, and I didn't think this needed a whole big new topic.

But how important is a design document to one amateur game maker working alone on a project?

I know I'm going to use one a little, because of all the dialog problems I had on my last project, but to what extent have you developers found them helpful?

Dan_N

Well, if you're doing it alone, a design doc might help you refine, look over, or even ask for opinions on your project... Frankly, I, myself, don't use design docs when working solo, I make it up as I go along, (except for the story and puzzles) but then again my games suck...

MrColossal

Orator, I don't find an entire document worth it for an amateur game, personally. I usually write all my ideas out no matter the order, then a timeline, then sketch room ideas and character ideas and then just start.

I make sure I have a timeline first though because if I get confused how things are going to flow I just break down and can't continue.
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Ionias

I would suggest you map out your game like a storyboard. I know it helps me to visualize the backgrounds and cut scenes with thumbnails. Then as you progress you can take each room and branch off giving it its very own storyboard.

Dan_N

I also find that acting out bits of dialogue is useful in adding or taking away lines, and it also helps with animating postures...

SMF spam blocked by CleanTalk