Thanks Mutt_Dawg.
Yes the proper level designs will be done somewhere else, however the scripts will contain short descriptions of the areas. The scripts will be the noninteractive sequence and conditional dialogs.
Here's an example from Betrayal at Krondor:
74-A. EXT. ROAD TO KENTING RUSH - ENCOUNTER WITH NAVON DU SANDAU - DAY
The road is unremarkable, a meandering cow path showing only vague signs of a more recent, less bovine variety of traffic. Not far of its course, NAVON DU SANDAU leans up against a tree. Tall, attired in black with a white scarf around his neck and a diamond in his ear, he stands with a hand upon the hilt of his very deadly looking rapier. Without a doubt, more than one man has likely died on the point of his blade.
[IF (hasMetNevon=yes) THEN (74-B)]
NAVON:
So far from the Prince's court, I'm surprised any from your part of the world even knew Kenting Rush existed. Have you come for business or pleasure?
%LEAD:
Chance has had a greater.... and so forth
This was taken from Swords & Circuitry: A Designers Guide to Computer Role-Playing Games by Neal Hallford and Jana Hallford. The book is a great resource for aspiring game designers.
Good luck with the "instructional video"! (Haha I love your idea! Zombies rock!)
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