I just read this about Scary Go Round and writing a comic is pretty much like an adventure isn't it? It's got plot, dialogue and lots of artwork? Only things its missing is puzzles and animation, but it's still a good read, and besides, Scary Go Round and Bad Machinery are awesome.
Planning a story
I'm liking the 'act' way of organising a story, it makes tying the plot up a lot easier and into manageable chunks. You can concentrate on your first act knowing that later on you know how it will be resolved, but what happens in the first can be quite self-contained. It can definitely be applied to adventures... and it's definitely how I'm going to work in the future.
Previously though (in the non-adventure games I've made as well), my games have mainly been built from a central theme/idea/prototype, then content blitzed through to produce something that has a start and an end state (I think this is VERY important), then just tweaking/remaking parts until I'm happy or I'm bored with it. That's very much how sync::routine was made as well, the mini flashback scene (if you saw it) was added in last
.
And just to reiterate the end state point, if you are playing your game and you don't have a clear end state, it's very easy to get disheartened because you don't really know where a particular section needs to go. I guess this is another reason to go for the multiple act way of writing, because it provides these mini-ends to give you direction. Even if the mini end state is just 'He gets through to the next room', you know that all your efforts need to be aligned with that.
Anyhow, I've rambled enough already about that... (EDIT: and had some amazing typing errors... FIXED)
Planning a story
I'm liking the 'act' way of organising a story, it makes tying the plot up a lot easier and into manageable chunks. You can concentrate on your first act knowing that later on you know how it will be resolved, but what happens in the first can be quite self-contained. It can definitely be applied to adventures... and it's definitely how I'm going to work in the future.
Previously though (in the non-adventure games I've made as well), my games have mainly been built from a central theme/idea/prototype, then content blitzed through to produce something that has a start and an end state (I think this is VERY important), then just tweaking/remaking parts until I'm happy or I'm bored with it. That's very much how sync::routine was made as well, the mini flashback scene (if you saw it) was added in last

And just to reiterate the end state point, if you are playing your game and you don't have a clear end state, it's very easy to get disheartened because you don't really know where a particular section needs to go. I guess this is another reason to go for the multiple act way of writing, because it provides these mini-ends to give you direction. Even if the mini end state is just 'He gets through to the next room', you know that all your efforts need to be aligned with that.
Anyhow, I've rambled enough already about that... (EDIT: and had some amazing typing errors... FIXED)