As Level/Quest Designer I always was creating content with greater emphasis on gameplay than story .
We all know that Gameplay is the King BUT where is the Queen?
It’s better and more interesting for the player to have a story combined with mechanics, world, characters and quests. Not just ‘don’t ask – just play‘ but create purpose of existence of things in the game and clear meaning of goals that a player get during the game.
So I became more interested in Writing – this means creating stories, interesting plots, and formulating thoughts in pleasant language for the reader. Here a list I have created after visiting websites and getting information in-life.
Here is TOP 5 books about Writing:
Bird by Bird: Some Instructions on Writing and Life by Anne Lamott
On Writing by Stephen King
On Writing Well: The Classic Guide to Writing Nonfiction by William Zinsser
The 21st Century Screenplay: A Comprehensive Guide to Writing Tomorrow’s Films by Linda Aronson
The War of Art: Winning the Inner Creative Battle by Steven Pressfield
If you seek for more knowledge here are more materials about Writing:
Creating Short Fiction: The Classic Guide to Writing Short Fiction by Damon Knight
Getting Into Character: Seven Secrets A Novelist Can Learn From Actors by Brandilyn Collins
How to Write Best Selling Fiction by Dean R. Koontz
Plot & Structure: Techniques and Exercises for Crafting a Plot That Grips Readers from Start to Finish by James Scott Bell
Sin and Syntax: How to Craft Wickedly Effective Prose by Constance Hale
Story Structure: The Key to Successful Fiction by William Bernhardt
Techniques of the Selling Writer by Dwight V. Swain
Thanks, But This Isn’t for Us: A (Sort of) Compassionate Guide to Why Your Writing is Being Rejected by Jessica Page Morrell
The Forest for the Trees (Revised and Updated): An Editor’s Advice to Writers by Betsy Lerner
The Writing Life by Annie Dillard
The Writing Life: Writers On How They Think And Work by Marie Arana
Wild Mind: Living the Writer’s Life by Natalie Goldberg
Writing Down the Bones: Freeing the Writer Within by Natalie Goldberg and Julia Cameron
Writing the Breakout Novel: Insider Advice for Taking Your Fiction to the Next Level by Donald Maass and Anne Perry
Zen in the Art of Writing: Essays on Creativity by Ray Bradbury
Nearly year ago I made Dying Light community map – The Tunnel. The map was well received by the workshop community becoming one of most popular maps. I have added some tweaks and now… the maps is part of the DLC: Community Map 4-Pack 🙂
The Tunnel is a single player survival horror story with multiple choices that player can make.
Here are some gameplay videos from YouTube for the older version of the map
Dying Light don’t have dialogs that support making decisions so I have created a ‘system’ that gives player power to control quest system paths.
Basically every event in The Tunnel is a small quest that is hidden and it starts triggered with other event.
This is the base concept of alternative paths. Not all events start from taking the objects so I crated option that starts when player is in location using SensorGoto. And here comes the tricky part!
Using flag m_QEnableSate that can disable or enable object I can control when to enable SensorGoTo. So even if player were in sensor area few times the action wont trigger until i will enable it. This can be used as a boolean variable. For example, player didn’t help Dawud so I enable SensorGoTo TheTunnel_Dawud_Fail (which is size as a playable area) that triggers actions for infected Dawud:
quest TheTUnnel_Dawud_Zombie -parent=TheTunnel_Dawud
,goto _ SensorGoTo TheTunnel_Dawud_Fail -show=false -- player failed to help dawud
,goto _ HumanAI Dawud -distance=-20 -show=false -- player enters the sewers
,set _ DoorDI Doors_003 -state=closed -- closing doors
,enable _ AISpawnBoxNumber TheTunnel_Dawud_spanwer_01 -- spawn infected viral
,use _ DoorDI Doors_003 -state=opened -show=false -- wait untill player opens the door
,kill _ AISpawnBoxNumber TheTunnel_Dawud_spanwer_01 -show=false -- be sure that player kills dawud (this will disable spawner and he won't respawn)
Using this ‘trick’ i set objectives for the player and control all events in the quest. Here is main part of quest system that control objectives: