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PostPosted: Mon Apr 26, 2010 9:44 pm
by Jubell
Ever start writing, find yourself unable to stop...

And then stop and realize precisely how many individual threads you have to pull together to make a thread work, with no idea if you're doing it properly?

I suppose that's the magic of proofreading and testing but...man is it mindboggling!

PostPosted: Tue Apr 27, 2010 3:42 am
by Duncan_B
Well familiar with the feeling. If you're uncertain on something, often it will take another person's perspective to right things... they might also notice problems you would not have, or think certain parts aren't as problematic as you once thought.

Being a solo developer is tough. To make the best possible work, you need all the help you can get.

PostPosted: Sat Oct 09, 2010 8:01 pm
by DCBSupafly
Flow charts!!!!!!!!

PostPosted: Sun Oct 10, 2010 1:51 am
by Duncan_B
Flowcharts can help to some extent, but I find the best thing one can do is to define limits to a work. This is true especially of flowcharts-- where do you draw the line? What is too much?

My most successful method of writing stories thus far has been to draw out a map of the game and its items (in their appropriate rooms) and draw causal links between elements of the story onto it with different coloured pens. It's easy in this method to see how reducing the numbers of elements in a story can make it less cumbersome. Using different colours for links between things can also help in planning out some permutations for puzzles with multiple solutions, but here again limits are important. I know the advice can sometimes seem counter-intuitive in writing interactive fiction, but don't be afraid to justify using less permutations. Less is more.

Re: Circuitous Writing

PostPosted: Wed Apr 27, 2011 2:08 pm
by DCBSupafly
I never saw your response Duncan, but that's a great way to do it! I always have graphs with list of stats and properties, which is probably my way of recreating familiar stuff from TES construction set and SQL. That leaves out the relationships between things, though, and that often seems to become a huge problem for me late in the development of ADRIFT (also a pretty big source of bugs in Elder Scrolls stuff incidentally).