Showing posts with label fantasy gamebook. Show all posts
Showing posts with label fantasy gamebook. Show all posts

Thursday, August 4, 2011

How to write a gamebook part 2b - turning the flow diagram into a gamebook

We now have a flow diagram which illustrates a conversation that we have had with someone.  The flow diagram illustrates who we are talking to, what we decide to say and what they say back.  We need to put this in a gamebook form.

Putting a flow diagram into a gamebook is easy enough.  In this example, everything someone says (in black boxes on my diagram) will be a reference.  Everything we could say (in red boxes in my diagram) is an option on a paragraph.

My basic example to the right, is very simple.  It is a 3 paragraph gamebook.  The first paragraph has 2 options.

1

You call your wife at lunchtime and eventually, the topic of conversation turns to dinner.  If you say that you are feeling lazy and just want a pizza, turn to 2.  If you say that you want some roast lamb, turn to 3.

2

Your wife says that she is also feeling lazy and pizza sounds like a great idea.  She buys a pizza from the shops on the way home.  When she gets home, it is in the oven and ready in ten minutes.  You both enjoy your pizza.

3

You say that you want some roast lamb and your wife says that it will take too long.  She will think of something to get on the way home.  She brings home pizza which is not as magnificent as roast lamb but it only takes 10 minutes to cook and you enjoy eating something quickly rather than waiting for ages to roast some lamb.

You could always have more options for your conversation.  For example, with mine, I suggested a couple of more things for dinner.

I have added a couple of options from the beginning, but that is the simple option.  I could however, have options branching off from a response from the other person, so we can have a conversation going.

For example, from the box where my wife says that lamb will take too long, I could change the suggestion to pizza or go out to buy a super fast roasting machine.

So my gamebook now looks like this:


1

You call your wife at lunchtime and eventually, the topic of conversation turns to dinner.  If you say that you are feeling lazy and just want a pizza, turn to 2.  If you say that you want some roast lamb, turn to 3.  If you say that you want liver and onions, turn to 4.  If you say that you want a big pile of carrots and onions, turn to 5.

2

Your wife says that she is also feeling lazy and pizza sounds like a great idea.  She buys a pizza from the shops on the way home.  When she gets home, it is in the oven and ready in ten minutes.  You both enjoy your pizza.

3

You say that you want some roast lamb and your wife says that it will take too long.  She will think of something to get on the way home.  She brings home pizza which is not as magnificent as roast lamb but it only takes 10 minutes to cook and you enjoy eating something quickly rather than waiting for ages to roast some lamb.

4

Your wife says that she does not like the food and rejects the idea.  On her way home, she buys a pizza which is not much like the food you wanted but it cooks quickly and it tastes nice.  

5

Your wife thinks that that is a a crazy idea.  Turn to 4.  

In this example, I made paragraph 4 deliberately vague so that it fits the choice of both liver and onions and raw carrots and onions.  Alternatively, I could just make 5 an ending and written something similar to 4.  Also, I did not tell the player to go to paragraph 4 in both cases as the player would then know that choosing liver and onions and choosing raw carrots and onions would have the same effect.  Even if they do have the same effect, you should not let the player think that they do.

You could expand your flow diagram to go to different places, like a map.  For one of your options that isn't the first, you can include a decision to go somewhere else or take another action.


Here, I have the option of going to the shops and buying the lamb roaster or ordering the pizza after you suggest the lamb.  The final version of this gamebook is now:

1

You call your wife at lunchtime and eventually, the topic of conversation turns to dinner.  If you say that you are feeling lazy and just want a pizza, turn to 2.  If you say that you want some roast lamb, turn to 3.  If you say that you want liver and onions, turn to 4.  If you say that you want a big pile of carrots and onions, turn to 5.

2

Your wife says that she is also feeling lazy and pizza sounds like a great idea.  She buys a pizza from the shops on the way home.  When she gets home, it is in the oven and ready in ten minutes.  You both enjoy your pizza.

3

You say that you want some roast lamb and your wife says that it will take too long.  She will think of something to get on the way home.  If you suggest pizza instead, turn to 2.  If you decide to go to the shops and buy a lamb roasting machine that roasts lamb quickly, turn to 6.

4

Your wife says that she does not like the food and rejects the idea.  On her way home, she buys a pizza which is not much like the food you wanted but it cooks quickly and it tastes nice.  

5

Your wife thinks that that is a a crazy idea.  Turn to 4. 

6

You go to the shops and buy the latest Lamb-o-roast instamatic.  You buy a large piece of lamb to roast as well as some vegetables to go with it.  You phone your wife and tell her that you will be able to cook the lamb in time.  By the time she gets home, you have prepared a great roast dinner which you both enjoy.  Yum!


To improve on the map method, turn to 2a.

To improve on the flow diagram method, turn to 2b.

To improve on the just write it! method, turn to 2c.

If you have now improved all of your gamebooks using the three methods, it's time to move on.  Turn to part 2d - working with paragraphs.




Thursday, January 27, 2011

Future projects

They say that imitation is the highest form of flattery, and I am flattering Andrew Wright by making a post about future projects on this blog. 

Telling you all about it will motivate me to do these posts as well. 

Please please give me feedback in the comments section.  I would love to hear from my followers about what you want to read about.

You Adventure ends here

I intend to finish this series off with a post about how death paragraphs reveal information, a few of my personal favourite failures and then a conclusion.  So three more posts of this.

Codewords

When shoud we use them?

What should they be?

Do we have any neat tricks we can do with codewords?  (I'm looking at you, Crimson Tide)

Handling stupid decisions in gamebooks

What constitutes a stupid decision, why you should offer them and what the consequences of them should be.

Wounds and healing

How deadly should your wounds be?  Should food and water provide healing or should it be a long hard process to recover?  How deadly should combat be? 

Mass battles in gamebooks

What systems have been used and how should they be handled?

Gods and priests in gamebooks

What are your gods like?  What role do priests play in your world?  How are they different from sorcerers with a sense of morality?

Money and shopping in gamebooks

How important should it be?  What can be bought and sold in gamebooks?  What other things can money buy?  How many currencies should you have?  Should you have it so they hero never has enough money?

Food and water in gamebooks

Should it heal?

Should hunger and thirst cause damage?

Generic meals or named food?

Revealed information in gamebooks

What are the good points and bad points of showing a reader that something different will happen if they have an item or codeword? 

How are programs which don't reveal this information play differently?

Should gamebooks tell you how you feel?

Description or emotions?  How does it affect your character?  How does it affect the game?

Skills and abilities in gamebooks

What skills and abilities add to a gamebook.  What they take away.  How to make sure you have a balance of character creation choices vs choices in the book.

The level of magic in gamebooks

What magic items are available?  Can you buy them like food or are they rare and well hidden?  How many magical monsters or magic wielders do you come across in the book?  Does your level of magic fit the leevl of the rest of the book?    What kind of spell systems could you have?

Items in gamebooks

How items can be used.  How they shouldn't be used.  When do you have too many items?  Would an encumbrance system help?

Morality in gamebooks

What does having a sense of morality in gamebooks add to the gamebook?  How can you enforce that morality?

What writing microadventures taught me

It's amazing what a 25 paragraph gamebook can do.

Amateur gamebooks, gamebook programs and games that read like gamebooks

A list of wonderful things I have found online. 

So there you go.  Please leave feedback about the blog as a comment so far and tell your friends!

Something to look out for.

Fighting Fantazine issue 5 will be out soon.  Don't miss it!

And finally...

I like cats.  I also found this blog about a cat, which has 180 followers.  So here is a picture of a cute cat. 


If you like cats and H.P. Lovecraft, I recommend The Cats of Ulthar, a short story by Lovecraft which I enjoyed.