Does anyone know of a useful program or method to keep track of how the story's expanding, and to see which branches are empty? Something like a flow chart/mind-map, only on the computer...
Thanks in advance.

This question itself is fairly complex, and depends a lot on the method(s) you are using to (a) keep track of the game's progress, and (b) track the story.bardsmanship wrote:Right now, I'm trying to start planning a story for my game. Problem is, since it allows players to pick what they want to do from choices, I'm having a hard time keeping track of what's happening at each branch.
Does anyone know of a useful program or method to keep track of how the story's expanding, and to see which branches are empty? Something like a flow chart/mind-map, only on the computer...
Thanks in advance.
Code: Select all
STORY PATH 1 (SP1)
|--B |--SP2 |---B |---B
S==O-----=======O----===O-----====O---------G
|----/ |---/ |----/ |------G
|--B
STORY PATH 2 (SP2)
|----B |---B |----SP3 |---B
S===O=======O--------==O------====O--------G
|=====O---====O-/ |-----/
|--/ |--B
STORY PATH 3 (SP3)
|---\
|=O------|
|--------| |---B
S===O--------=====O------G
|--------| |---B
|=O---==B
|--/
I must say, I agree. To have an outline before starting to write is instrumental, as a story tends to change as the creative mind writes, so boundaries help you keep focused.bookie wrote:Another, absolutely essencial part of fixing up a plot is to have that plot completely prepared before you start fleshing it out.
Then Number the scenes and choices/branches and on a seperate peice of paper write down what those scenes and choices represent. This should give you a basic outline of the entire game.
Programs are fun, but for planning the notebook reigns supreme.
It is very good advice to figure out the whole story before you start writing it.chronoluminaire wrote:Yep, I use pen and paper or Notepad alsoAnd I'd echo the encouragement to figure out the whole tree before you start writing, or close to. Including the endings! Not necessarily in total detail, because some of that will depend on the detail of what goes before it, but know what you're writing towards.
Of course, there are times when it's fun to just put the characters in some situation and see what they do, and just record the results
I use a separate text file for each "segment" of the story. Works as well.clubanimon wrote:i color coded parts. At a branchings point option A would be dark Red and and option B be dark blue. Then they state where they lead liked section 2C and all of that would have a backround color like a light blue.
If you you have two short scenes that oppose each other i found using a cell box worked wonderfuly for lining them up together in 2 colums.
i wish you luck, with working on this very problem i really regret the 28 endings i have.
Well, no game has 50 endings. Either there's a very good reason for it, or you may have to rethink your project. No one is really going to hunt down 50 endings, and I'd say not even the 28 ending CGs. Around 10 endings is fine, many people just play once and then again after some time. Even if the endings were a result of a very generous player freedom, chances are your story will suffer if the game is too open. Of course, I don't want to judge since I don't have any details, but the specs sound really scaryclubanimon wrote:Yes 28 endings, but really thats only 28 ending CGs i think...that there are really like 50 or somthing ending scenes but some only very differently, so i counted by the Cg you'd be rewarded with for the ending.
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