Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Bart_Fatima on February 25, 2006, 09:17:04 PM

Title: Creating a game I need help
Post by: Bart_Fatima on February 25, 2006, 09:17:04 PM
What do you guys do to create a game story? I need al lthe hel p can get tell me how you went about making your game
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Post by: DragonBlaze on February 25, 2006, 09:44:46 PM
Each person comes up with their story a differant way. Most of the time, ideas just come to me when I'm not even thinking about my game. I also got a lot of big parts in my game from dreams I had. If I see something really inspirational or epic from something or somewhere, I try to incorperate a simular thing in my game hoping to achieve the same effect.

My suggestion for thinking of a story is coming up with a hero. A hero should be someone you can relate with and someone you really like. After all, if you start off with a hero that you don't like, you're probably not goign to finish your game.

After you have a hero, you need a setting. Start with a time period. Futuristic, past, present, whatever. Think of elements in your world, what makes it unique, and what sets it apart from other game worlds. Thinking of other characters can help a lot too.

Now that you have your game world, you need to come up with an epic problem for it. If there was no problem, it would be a boring game. For the problem, try to think ouside of the box. Having a guy try to find some ultimate power is predictable and is used a lot. Try to think of a unique way that the world will come to an end.

Since you don't want to start off with the major problem in the game, you have to find a secondary problem. Perhaps your mother is sick and you need to search for a cure. It should be something big to the hero, but not something that will end the world.

Then find a way to connect the secondary problem with the big problem.

Come up with an intro and ending.

Add lots of cool things,

You have a story ;)
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Post by: ZeroKirbyX on February 25, 2006, 09:50:11 PM
My main and best was a long time in the making. It started out with the character who was an old rp character named Leggen. He had fangs, wings, and a really cool sword with a hilt made form bone. As I rp'd with him I added more to him. He had a giant dragon arm for his right arm, and then I decided he'd be half dragon. But dragon and people cant have sex, its odd, so I made up a race of humanoid dragons, and thats was his half. Then I thought of the evolution theory, and decided that was too much, and thought, "I'll make a dragon like a god that created them". Over time I rp'd as him, and changed his name to Sengal. Then I made up another character named Eiphen to fit into the same story. But he was human, so I got the idea to make another dragon to make himans. After that I decided to make 6 dragons for 6 different races. After going with this for awhile the idea of having 6 swords like Sengals around, amde from the ancient gods. And I played aroudn with this until it became a whole game idea. This took about 3 years.

My second idea however was much simpler, I just was think about some random thoughts, came up with a character and went with it XD
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Post by: clockworkroutine on February 25, 2006, 10:04:13 PM
You may also find it easier if you knew the ins and outs of Rm2k/3.
I started out by reading tutorials on the actual capabilities of the  gamemaker.  I read up alot on abs, abs AI, and X and Y coordinates.  Those three topics alone made me understand nearly all the functions of rm2k/3 to a point where I could come up with my own situations because what they teach you, is, what kind of gameplay you can go about with a game.  Like the use of real time guns, which would then lead me to the different conclusions and stories for a game, such as a spy action game or a cowboy western.
Anyways once you find out what you can do then I guess you can take what dragon blaze said.
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Post by: ZeroKirbyX on February 26, 2006, 01:12:34 AM
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Originally posted by clockworkroutine
You may also find it easier if you knew the ins and outs of Rm2k/3.
I started out by reading tutorials on the actual capabilities of the  gamemaker.  I read up alot on abs, abs AI, and X and Y coordinates.  Those three topics alone made me understand nearly all the functions of rm2k/3 to a point where I could come up with my own situations because what they teach you, is, what kind of gameplay you can go about with a game.  Like the use of real time guns, which would then lead me to the different conclusions and stories for a game, such as a spy action game or a cowboy western.
Anyways once you find out what you can do then I guess you can take what dragon blaze said.


Yeh, you can do that for any game making program. Hell, you can do that for any program. Seriously allows more brainstorming.
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Post by: Meiscool-2 on February 26, 2006, 01:41:43 AM
Knowing what you're doing takes the fun outta things, unless it's sex, then it's fun either way.
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Post by: clockworkroutine on February 26, 2006, 02:19:29 AM
You guys are absolutely great.
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Post by: ZeroKirbyX on February 26, 2006, 02:39:08 AM
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Originally posted by clockworkroutine
You guys are absolutely great.


Awwwwwwwwwwwwwww. Thanks.
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Post by: clockworkroutine on February 26, 2006, 03:06:03 AM
Another idea for you.  Just draw something you like, and scan it into your game.  And build a story off of that.  A picture says a thousand words.   Mmmmmm cheese
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Post by: Revolution911 on February 26, 2006, 03:06:16 AM
I make **** up as I go.

...But then again I have never actually finished an RPG.
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Post by: DragonBlaze on February 26, 2006, 03:08:22 AM
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Originally posted by Revolution911
I make **** up as I go.

...But then again I have never actually finished an RPG.


Well I have the basic plot of my game all planned out, but I also make up a lot of stuff as I go through, as long as I can connect it to the story. Having EVERYTHING planned out before hand makes making a game very very boring  (Z)