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How to tell a story in game? First you need to learn from Hulk

Discussion in 'Game Design' started by hongwaixuexi, Oct 5, 2019.

  1. hongwaixuexi

    hongwaixuexi

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    You're so funny.
    timg (1).gif
     
  2. hongwaixuexi

    hongwaixuexi

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    In my another thread " Is Text adventure + First person RPG a good combination?", I put story first, then I decided to add text adventure gameplay to fit for the story. I have to change gameplay to tell the story. The combination seems weird.





    The story background:
    The story happened 20 years after post-apocalypse. The player has been hibernated for 20 years. He was wakened up by the Controller (one AI machine). Of course, the player has no memory but with hidden power.The Controller call the player doom agent.
    The player has to go back to Hibernation cabin every 10 hours because some unknown reasons. The Controller use portal technical to transfer the player to world for different tasks.

    I plan to modify the protytpe into FPS gameplay with fragmented narrative. I think later maybe I can turn this small prototype into a game. The gameplay will be fast pacing with waves of enemies. The dialogue will be very few, and the gamers need to play several times to know what the story tell.

    And the gameplay is FPS + RPG, so data heavy is my add-on.

    After two threads, maybe I can rescure the prototype.
     
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  3. TheKingOfTheRoad

    TheKingOfTheRoad

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    Sure. As the game progress just trigger events with the pieces of information about the player life,
    has he a family? if he doesn't have one, why? where is his family? what happened to him to be in
    that world and more important, what will happen to this player when the game ends?
     
    hongwaixuexi likes this.
  4. TheKingOfTheRoad

    TheKingOfTheRoad

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    Maybe you can put a REALLY bad guy, obsessed with Dante Alighieri writings.

    Then you can put fragments of this work (if there is a Dante's family that will claim rights i dont know),
    but you can use some really old writing and put fragments of this in the middle of the gameplay.

    For example, this Police Zombie i saw in your prototype can enter the scene and say:

    "Abandon all hope, ye who enter here."

    https://en.wikipedia.org/wiki/Inferno_(Dante)

    I wish im not doing builds to write more properly in english to explain this idea, maybe tomorrow or in few days when im less busy. Seems interesting prototype to be taken to Alpha.
     
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  5. hongwaixuexi

    hongwaixuexi

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    Do you mean gameplay and story coupled? Can't be decoupled?
     
  6. Murgilod

    Murgilod

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    They can if you want a disconnected mess.

    Stop theorizing and make a game. Test these things for yourself. If you stopped wasting time on the forums and actually made a game you'd have accomplished something in the last 18 months.
     
  7. hongwaixuexi

    hongwaixuexi

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    If you train new solders for battle, you said to them just fight and you will learn how to battle. What will happen to them?

    Do you mean, if decoupling gameplay and story, then there is a disconnected mess?
     
  8. Murgilod

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    If you're going to die because you made a videogame maybe you should reevaluate your development habits.

     
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  9. hongwaixuexi

    hongwaixuexi

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    Indies are hard to survive these days. If you tell them to make a game without any theory in mind, finnaly most of them will quit game industry.
     
  10. Lurking-Ninja

    Lurking-Ninja

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    Please, do not make any games. It's really hilarious when you pretend you know what you're talking about. Keep the posts coming, every one of them is golden.
     
    Last edited: Oct 9, 2019
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  11. Murgilod

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    There's a reason that most successful indies don't put all their backing behind their first game project. You're not going to make any of the ideas you've had as your first game because they're all well beyond the scope of what you're going to be able to make in the first place. You would have a better idea of what scope you can handle if you actually make games.

    Stop wasting time on the forums and make a game.
     
  12. hongwaixuexi

    hongwaixuexi

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    I discuss the design theory that is useful for game development. From mechanics to emotions to narrative, after this, I want to discuss level design. Then I have a chance to make a good game after combining these theory.
     
  13. hongwaixuexi

    hongwaixuexi

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    There are many successful indie games, also first game project. Don't fail purposely, it's no meaning.
     
  14. Murgilod

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    There are very few successful first time projects
     
  15. hongwaixuexi

    hongwaixuexi

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    On the contrary, firt time projects are more successful.
     
  16. hongwaixuexi

    hongwaixuexi

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    I think we should keep the topic on gameplay and narrative. My last thread was locked by one Unity Communism Manager for getting off the topic.
     
  17. Murgilod

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    Bull. Prove it.
     
  18. hongwaixuexi

    hongwaixuexi

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    Stardew valley, Rimworld, Mount and Blade, To the moon......
     
  19. Murgilod

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    This is the only one here where, yes, it was the developer's first game.

    Tynan Sylvester, devloper of Rimworld, eight years of industry experience before Rimworld:

    upload_2019-10-8_22-30-9.png

    Mount & Blade was designed by three separate people all working for a company that developed the game over the course of more than four years.

    To the Moon was their first commercial project.

    Now, that's all well and good. You found a single example. Do you know how many games launched on Steam in 2018?

    More than 4,200.
     
  20. hongwaixuexi

    hongwaixuexi

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    Paper please, The Stanley Parable, Rogue Legacy, Fez, Gone Home, Nidhogg
    Super meat boy , Undertale
    Shovel knight and Hollow knight

    There are too many examples.
     
    Last edited: Oct 9, 2019
  21. Murgilod

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    • Papers Please, by Lucas Pope, whose first game was a Quake total conversion in 1997, and has worked in the game industry since, including working on the Uncharted series
    • The Stanley Parable, originally by Davey Wreden, saw success as a remake of a Half Life 2 mod from two years earlier. William Pugh joined on that project after a history of game modding
    • Rogue Legacy also comes after a series of games. They're listed in order on the developer's website
    • Fez, developed by Phil Fish, came after years of game dev education and experience, and the release nearly bankrupted him
    • Gone Home, designed by Steve Gaynor, who was a designer on Bioshock 2
    • Nidhogg, by Messhof. Messhof started making videogames in college

    • Shovel Knight was designed by Sean Velasco, who has been working in games since 2005
    • Hollow Knight, by Team Cherry? Literally everyone who worked on that game had experience in game dev

    • Super Meat Boy was literally a remake of an earlier Flash game
    • Undertale, by Toby Fox. Toby Fox made Earthbound ROMs and had other, earlier projects before Undertale
     
  22. hongwaixuexi

    hongwaixuexi

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    What's your defintion of first time project? the people should not have expeirence.
     
  23. Murgilod

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    The get that experience, they need to make games, because that's a huge part of actually getting a job in games.
     
  24. hongwaixuexi

    hongwaixuexi

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    What's your definition of experience?
     
  25. Murgilod

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    I'm not surprised you don't know by now.

    Experience is working on a game.
     
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  26. hongwaixuexi

    hongwaixuexi

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    Do you know the difference between getting experiece from repeating pratice and getting experiece from delibrate practice?
     
  27. Murgilod

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    I can't help but notice you're not making a game.
     
  28. hongwaixuexi

    hongwaixuexi

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    On the contrary, I am helping you in removing some misunderstandings.
     
  29. Lurking-Ninja

    Lurking-Ninja

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  30. hongwaixuexi

    hongwaixuexi

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    Do you have something to say?
     
  31. Murgilod

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    Hey, look, another post when you should be making a game.
     
  32. hongwaixuexi

    hongwaixuexi

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    What's your defenition of making a game? A casual game. A RPG game without story. or one-day work like rolling ball.
     
  33. Murgilod

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    That sure is a lot of game you're not making.
     
  34. hongwaixuexi

    hongwaixuexi

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    You can say this to most members of this forum.
     
  35. AcidArrow

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    The rest of the members aren't nearly as preachy though.
     
  36. hongwaixuexi

    hongwaixuexi

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    Do you mean the rest members make games without more ado?
     
  37. Murgilod

    Murgilod

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    I'm not actually reading your replies, but you really should be making a game.
     
  38. hongwaixuexi

    hongwaixuexi

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    I am making games, and you just don't understand. Not only programming is considered making a game, other type of work should be considered as making a game too.
     
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  39. Murgilod

    Murgilod

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    Every second you spend replying to me is a second you should spend making a game.
     
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  40. hongwaixuexi

    hongwaixuexi

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    Do you spend all your time on simple games making? So you don't need to think about it, no stuck, just programming and programming, and on and on.

    Could you share one spreadsheet you prepared for your game?
     
  41. Murgilod

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    I Can't Believe It's Not Game Dev!
     
  42. hongwaixuexi

    hongwaixuexi

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    So you don't have one. That tells.
     
  43. Murgilod

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    I can't help but notice these replies continue while you keep not working on a game. I can't wait for another 18 months to pass only to see your haven't made a game still. Bye!
     
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  44. TheKingOfTheRoad

    TheKingOfTheRoad

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    While reading this post i don't know why i've wanted to read some description about Apple-1.

    The Apple-1, as the machine is known, is one of fifty hand-assembled by Apple co-founder Steve Wozniak in Jobs' family garage in 1976. It was the first pre-assembled computer ever made (they usually came as kits) and is credited by many tech historians as kick-starting the PC revolution.


    I think i will agree with Murgilod this time. If you read this paragraph they did 15 hand assembled computers,
    not just 1. But maybe they did 50 prototypes first. So...

    I suppose you want to be sure about every inch of game you are doing before
    progressing with your first "computer", then you can assembly 15 computers and keep making "computers", now let's extrapolate that to making a game.

    It doesn't help to make lists and have statistics about "can i get rich with my first game?"
    "can i be like this guy or team or do i have to be 10 years getting XP to do something good?"

    @hongwaixuexi Im waiting for a Pre-Alpha playable build to play still! When it will be done?

    This book it's good book meanwhile:
    https://www.amazon.es/Masters-Doom-Created-Transformed-Culture/dp/0812972155
     
    Last edited: Oct 9, 2019
  45. TheKingOfTheRoad

    TheKingOfTheRoad

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    Please grab a SKETCHBOOK or something you will write
    your ideas.


    Then do this kind of CHECKLISTS:

    -Level 1, done?
    -Inventory, done?
    -Main Character, done?
    -Little Background history, done?
    -Battle System, done?
    -Enemies, done?
    -Level Design, done?
    -Atmosphere, done?
    -Props, Power Ups, done?
    -Puzzles if any, done?


    -STORY IN GAME LEVEL 1 (fragmented or not), done?

    Level 1, Pre Alpha, finished?

    Then go back to the beggining:

    INTRO & MAIN SCREN
    Intro, done?
    Credits, done?
    Options, done?

    SOUND
    Soundtrack or Soundtracks, done?
    Main Character sounds, done?
    Enemies sounds, done?
    Level Atmosphere sounds, done?
    Props pickup sounds, done?

    Pre Alpha Build, done?

    Then from this point, SHARE the Pre Alpha
    and get feedback from that and keep progressing
    while you analyze.
     
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  46. Lurking-Ninja

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    Well, I suggest to brush up on computer history, because this statement is false in every manner. It wasn't the first built (we usually call the Xerox Alto, 1973, the first PC - technically there were things before it, but by today's standard the Alto was the first PC-like PC) it wasn't the first sold, it wasn't the first sold in kits(try Altair 8800, in 1975), it wasn't the one to kick off the PC-revolution (Apple II, PET 2001, TRS-80).
    It was important though.
     
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  47. TheKingOfTheRoad

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    https://es.wikipedia.org/wiki/Apple_I

    It was important tough? You've made my day, so funny.
     
  48. Lurking-Ninja

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    Well, despite my every attempts, I don't speak or read Spanish (other than the "El cielo es azul"-level.), so I do not really know what the Spanish version tells you about Apple I. The English version does not make any claims you made at all.
     
  49. Antypodish

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    I can say, whoever did Spanish translation, did very bad Job (pun intended). Instead of Apple I being first sold commercial product by Apple, not first in the world, it is written in Spanish, that Apple I was first sold computer. Which reads like first sold computer ever. Something in this lines. I haven't read rest of Spanish version, as I distrust its translation. Is as accurate, as rest of content in this thread.
     
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  50. TheKingOfTheRoad

    TheKingOfTheRoad

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    I think this thread it's accurate as this guy playing the guitar.

    What you both need to understand it's you don't want
    to understand the general form and you keep going
    for details.