The Dink Network

Dink Smallwood : Creating the Quests.

June 11th 2004, 11:52 AM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
I was wondering, how does everybody go about creating their d-mods?
Everybody must set about the task differently, and I was wondering... how???

Do you start with a big, plain map, and slowly fill it in? Do you make one beautifully realized screen at a time?
Do you make scripts to go with screens you've just finished... or do you leave them until later? With regards to monsters, who places them sensibly, and who goes "STAMP, STAMP, STAMP", throwing pillbugs about like confetti?

So?
June 11th 2004, 12:24 PM
duck.gif
Tal
Noble He/Him United States
Super Sexy Tal Pal 
Well, for my first Genuinely Serious D-Mod Endeavor, which I began this week or so, I started dabbling around with the map first... but I'm now trying to place more emphasis on the story before anything else, as I think it'd probably be easier on me to construct the map and scripts if I know exactly what direction I'm headed in. At the moment I'm writing all the dialogue for the intro, and I'll work on the general story path after that, devising the rest of the dialogue as I write scripts and such.

I'll focus on the map after that, though I'm not exactly sure how I'm going to go about things.. I want to make a romp as opposed to a quest, but I'll have to see how much wacky material I can concoct. My map-making usually consists of me establishing one large, bland area, adding the necessary houses and such, and then prettifying the area accordingly.

What else can I say.. eh, if I think of anything, I'll mention it later. But after only a few days' work on the D-Mod, not a lot is set in stone. Mmm.. pie bandits.
June 11th 2004, 12:32 PM
knight.gif
legolas
Peasant He/Him
 
I open the editor, I think a voice says me pillbugs, STAMP STAMP STAMP STAMP STAMP. That way I create the starting bit of the map, just the beginning, then I start some scripts and go through so that you've got a playable bit, I add sound and the first part of the dmod is done and I'm off to the next part, so bassically I start working on the thing my brain says that is fun to do today. And today I'm in a happily mood cause no more school, so to day I make a happy part for my dmod...
June 11th 2004, 12:37 PM
fish.gif
Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
First the idea, then I start creating screens (scenery, no scripts yet) and later, I add the scripts for those screens. Then I add some screens again, and when I feel like it, the scripts. And now I have a D-Mod with lots of screens.. but no scripts yet, haven't done D-Modding that much lately.

And monsters, I don't stamp but I place them where they should be.
June 11th 2004, 12:55 PM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
At first, I should have some motivation and inspiration to make a DMod. I usually have some whacky ideas lying around, but these will never get implemented, or I must find some use for it later on.

After having a general idea of what it's going to be about, I start with setting out a story-line in Notepad, your all-purpose text-editor. Then I usually think of the setting of the introduction, make the screens and script it.

Next is dividing the story into logical units. Like Stonebrook, Terris, Kernsin and Windemere in the original, or, more obvious, the different stories in Stone of Balance. Then I create the map that goes with the first of the units, and script it. Then I make the map for the second one, and script it, and so on.

About enemies, I usually play through the parts I've already created numerous times. I write down my own scores for health, strength, defense and magic, and adjust my monsters to something less than that, because I know where they are and how strong they are. A normal first-time player doesn't know these things, so they will have a harder time beating them. Also, if I use any powerups, I make it not too difficult without them, nor too easy if you've found them all. Only exception being the quest for the holy water in BoE, in which you HAVE to find the correct source to get your 5 strength, 3 defense, 1 magic boost. Or you want to be doomed killing low-level pillbugs to gain 9 levels .

I also test major scripts like bosses and story-changing scripts, to make sure they work correct. All this testing builds up savegames of 15+ hours, for a game that's finished in 30 minutes or something.

When I feel like it's finally done, I give it one more test-round myself, and let my brother and friends play it. Then I fix the bugs they've found and upload it to the DN, or I might let someone from here beta-test it before that.

And then, I'm just waiting and waiting for the first reviews and bug-mail to arrive, to check what can be improved in another version of it.
June 11th 2004, 01:14 PM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Some excellent responses thus far... very interesting indeed! (In particular... Tal's first real attempt to make a d-mod. The prospect is mouth-watering!)

Personally, I find it best to make a small, blank canvas, of about 4 squares by 4 in dimension. This allows me to not worry to much about screenmatching certain objects, and gives me a nice small area to work on.
Next, I will place all the major landmarks, be they houses, castles, or whatever, about the landscape. A bit more detailed tiling comes next, adding some pits or water features. Just to make things a bit more cohesive and "lifelike".
I will then go on to add sprites about the screens. People, decoration, enemies... whatever takes my fancy at the time. Scripts invariably follow, but usually vital ones first (for NPC's, Quest items etc). Those "extra" scripts, for things to look at that don't have any real bearing on the game, come whenever inspiration hits me.
Some enemies can be placed fairly haphazardly. It all depends on the situation. I'm not a fan of d-mods with screen after screen of enemies who have no purpose other than that of levelling up and slowing the player down.
Combat should have a reason, and that is one of the things Arik and I have tried to implement into CC2.

Whether it works out that way... only time will tell!
June 11th 2004, 02:02 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
Step 1) An idea. I always start out with a central idea. With FIAT, my idea was to have special arrows. Water arrows, fire arrows, rope arrows, etc. That eventually changed to elemental arrows, elemental islands, elemental weapons, etc.

Step 2) Create new screens. I always create all of the new screens I think I'll use for a new area.

NOTE: Steps 3-5 are the order for a particular area, and sometimes I'll start step 3 for one area and then start step 3 with a different area. Not very strict at all.

Step 3) Rough tile layout. Sometimes I will draw the outline of tiles out on graph paper to see how it works. I have each square on the paper to be 4 tiles (or 100x100 pixels) so each screen is 6x4 squares. I only draw the main tiles (i.e. barriers between water and land), not the 'detail' tiles like rocks. Its *much* easier to simply erase a line when you realize that doesn't look quite right, rather then mess around with WDE or DE with repositioning tiles. I then use this design in WDE, often making changes.

Step 4) Sprite placement. I place sprites, create scripts, usually in chronological (for the player) order.

Step 5) Tweak. Tweak takes the longest time.
June 14th 2004, 12:23 PM
boncap.gif
AS
Peasant He/Him India
 
I usually start with a few map screens, do a few opening sequences, stamp a bit here and there, and then the editor hangs and pisses me off... thus, i havent been able to get any dmods out till now
June 14th 2004, 01:07 PM
pq_thinger.gif
safmoor
Peasant He/Him
 
Tal's first dmod = First Dmod interactive pornographic advenure.
June 14th 2004, 02:21 PM
peasantm.gif
hance
Peasant He/Him
 
Hi gang, This is an interesting thread.
I have been working on my second quest.
I have had a lot of trouble with crashes and upgrade of puter, but I am pleased so far with its success. Now for this D-mod, I wanted to correct the mistakes, I made in Bishop's Quest.
So this is a entirely new dmod.
Now for my method of working on dmods.
I first pay attention to a rightful Name for the Dmod. Picking a name that sounds good and
goes with dink is challenging.
I then create the opening title, and plant an
emtry stamp (green grass). so I have a vocal
point. Then I develope an outline the story line for each scene. Since I am not a good scripter, and grammar is not the best. I use
a lot of pre-existing scripts and adopt them
for my use. Not understanding dinkc to its fulness, these adaptions are hard to implement.
So I study them for hours and retry them till, it fits the purpose of this screne. I then pretty-up the screens, adding what I can.
But since I do'nt like the the dink hardness, I still use the old one. (The new one would change things to were I could not change back.
Also I am a true original Dink-Editor person, and do not like Windinkedit at all.
I try to follow this procede thru the entire
parts of the Dmod. I am hoping to finish this before the end of the year.
Thanks Guys. Love this group
Hance
June 14th 2004, 02:36 PM
spike.gif
Also I am a true original Dink-Editor person, and do not like Windinkedit at all.

Way to go!

I've tried many different styles of making dmods and often I even try to do them in an organized way, though usually sooner or later, I just start putting stuff in completely randomly, forget about any plot whatsoever I've had for the dmod and often end up ruining the whole thing and losing all interest I've had on it.
June 15th 2004, 03:53 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
Although I've only released one d-mod and a demo, I have started many others and some of them have already grown big.

This is how I go about it:

Step 1) Write the story. Completely. This usually ends up taking a few months, but results in 20-40 pages.

Step 2) Finish the starting place completely, so I have something nice to end up in whenever I test

Step 3) Map only the vital places of the next chapter. This means, if there's a big area between two cities, that I only map a direct line to the village. Finishing the other maps around it comes much later. If there's another city to end up in, I create that completely (same reason as step 2).

Step 4) Script everything to make the chapter playable.

Step 5) Map all surrounding areas you can access in the chapter and add monsters.

Step 6) Send what I have to beta-testers.

Now, repeat step 3-6 for every chapter and you're done.