Let's see if I can chip in my thought process and see what you think
I hope I've answered these things clearly.
The idea behind this is that all resources and locations can be defined externally from the story and the purpose of the story and the acts is to bring these unrelated entities together into a linked prose. A good analogy or example might be making a scrap book. You take all your photos and collect all your memorabilia (this would be your characters and locations). You'd then make your scrapbook (or story) by piecing together all your locations and characters.
Don't get me wrong, the characters and stories as well as dialogue are the driving mechanisms behind the story but my thought process was to decouple them slightly. So that someone can work on editing a room or a character which can then be called upon at will.
I'm not sure if you understand what I mean but it's more so that when using the system you don't have to delve in through the story when all you need is to work on a character but at the same time, because the story will use characters and locations, you'll have references in-line to take you to view the characters in the character section etc...
Have my thoughts assuaged you, if not I'm still a bit sceptical about not having a central repository of characters. Remember this may not necessarily reflect the interface i.e. you would still be able to create a character from the puzzle area of an act. But it would still reside in catalogue of characters on a higher level. I'd see it something like Facebook. Add all your friends first (characters). Create a new party event (act, puzzle, story) and choose the friends you want to invite to the party (add to the act).
Thanks for the quick feedback.
Sometime tonight or tomorrow I'll try to upload a reviseddiagram.

Quote from: Ali on Sun 13/05/2012 17:07:18
I think locations and props ought to be a subset of acts, as a shift from location to location is often the main factor in a shift from act to act. Or at a pinch, story. I think it's odd to make dialogues a subset of props, surely they belong to the story or characters?
The idea behind this is that all resources and locations can be defined externally from the story and the purpose of the story and the acts is to bring these unrelated entities together into a linked prose. A good analogy or example might be making a scrap book. You take all your photos and collect all your memorabilia (this would be your characters and locations). You'd then make your scrapbook (or story) by piecing together all your locations and characters.
Don't get me wrong, the characters and stories as well as dialogue are the driving mechanisms behind the story but my thought process was to decouple them slightly. So that someone can work on editing a room or a character which can then be called upon at will.
I'm not sure if you understand what I mean but it's more so that when using the system you don't have to delve in through the story when all you need is to work on a character but at the same time, because the story will use characters and locations, you'll have references in-line to take you to view the characters in the character section etc...
Have my thoughts assuaged you, if not I'm still a bit sceptical about not having a central repository of characters. Remember this may not necessarily reflect the interface i.e. you would still be able to create a character from the puzzle area of an act. But it would still reside in catalogue of characters on a higher level. I'd see it something like Facebook. Add all your friends first (characters). Create a new party event (act, puzzle, story) and choose the friends you want to invite to the party (add to the act).
Quote from: Ali on Sun 13/05/2012 17:07:18Hehe, this was my other thought. I 'ummed' and 'ahhed' over which way this would work. I didn't know whether or not to keep this separate - thinking fro a team perspective where an artist might not care about anything but uploading pretty pictures and wouldn't want to be bogged down with following links. Similar to above, everything would link together, you'd pull images from your 'asset' library to define a location. But yes, I can agree with you that it makes sense to incorporate into each individual game area.
I think the Audio & Visual (would "Assets" be better) ought to be automatically filled with locations, characters and props as they are created in the game area.
Quote from: Ali on Sun 13/05/2012 17:07:18The idea of 3D never really crossed my mind to start with. I think perhaps the terminology is wrong. My thought was to have a separate library for all the pretty things to later be incorporated into a game. I think what would be better is to go with your earlier suggestion of having assets added directly to characters etc... however keep a 'team upload area' available should an artist be uploading a background or a frame for something and not know where it should go. They could then create a new to-do list task for the project lead to assign the asset to something.
I also think it's wrong to have sprites and animations split up like that. Partly because it presupposes that the game uses sprites, which doesn't take into account 3D, but also because I think animations (or actions which need to be animated) should be things which can be added to characters. I'm not actually sure what I'd put into a sprites section...
So you could create universal actions like "walking", and give lots of characters a walking action. But you'd also want to be able to add a unique action to individual characters.
Quote from: Ali on Sun 13/05/2012 17:07:18Perhaps this one is more terminology than anything else. The idea of a cutscene was meant to be a written block of story that was non-interactable. The key thing here is written, it would be descriptive such as an intro dialogue or sequence. This could be a video or simply a blocking script of a character moving about the screen in a soliloquy style manour. A video would be a graphical representation of a cutscene similar to a sprite being a graphical representation of a frame of a character. Similarly to what you discussed earlier I'd assume a video would be uploaded to a cutscene as the cutscenes asset.
Is there much of a difference between videos and cutscenes? You could simply tag cutscenes as being in-game or video.
Thanks for the quick feedback.
Sometime tonight or tomorrow I'll try to upload a reviseddiagram.