(quote)Originally posted by Kate:
**I understand this.. was told the same thing when I tried to learn C++ programming, and when I used Coldstone. It makes sense. I just have some sort of inner aversion to the planning stage.:)
It's actually very simple- you start by taking the most broad ideas you have, say "Intergalactic war between Human Empire I and Alien Empire I" and writing them out. Then, underneath, like an outline, you try and break it down to a slightly more simple level- say:
--Humans attack first, beaten back
--Aliens counter-attack, take Human border planets
--Humans unleash nuke attack on Alien homeworld
--Aliens retreat, Humans attack
This way, you've got the very basic plot elements of your intergalactic war placed out. These are the ~roots~ (and I can't stress this enough) of your storyline, and everything you do should be built off of these. Wherever your wandering might take you (as Kame is doing and how I used to), at least these elements won't change.
After you have those main points, start breaking them down in the same fashion:
--Humans attack first, beaten back
-hires player to bring arms to border
-uses player to scout out Alien border
-launch small offensive to distract from main attack
-encounter new alien fighter vessels with cloaking devices
-humans retreat to upgrade their tech to deal with the new ships
--Aliens counter-attack, capture Human border planets
-aliens see their advantage, press on the attack with new cloakers
-human fleets are divided by big attack down the middle
-aliens sack supply lines of fleet, destroy large human fleet
-humans mount defensive positions while aliens capture border planets
And so on. Then, from there, you take each of those points and break them down, and pretty soon, you're dealing with the level of individual missions. From the simplest idea "Intergalactic war between Human Empire I and Alien Empire I" you've got many, many ideas. This system works so well because we all tend to think in very general, large scale terms- very broad. But when it comes to really getting into the smaller scales, it becomes more difficult.
The same system is applicable for just about anything in EVN. Ships, spob descs, anything you can think of. Writing out this whole process has got me thinking- should I add a section to the guide about the planning process- post development?
Would it be useful?
_bomb
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"Life is not to fear... Life is to enjoy." -
TEB
And don't you listen to these nitwits. Nova's a great game and don't let anyone tell ya otherwise. Better or worse than EVO? Who gives an african monkey's nads?
-pistgavin
(This message has been edited by Bomb (edited 06-05-2003).)
**