In my two years of playing STO, I have only ever created and published one foundry mission. I think the main reason for this is that I have so many ideas on what to do and I am more likely to finish things like this if I have a start-to-finish plan, so I was wondering, does anyone have any tips for creating a simple plan for a foundry mission?
In my two years of playing STO, I have only ever created and published one foundry mission. I think the main reason for this is that I have so many ideas on what to do and I am more likely to finish things like this if I have a start-to-finish plan, so I was wondering, does anyone have any tips for creating a simple plan for a foundry mission?
Well, it's really all going to depend on your writing process honestly. Some people make it as they go, some plan months ahead.
If you want to plan, try writing a basic script or outline of how you want the mission to run. Brainstorm how many maps you want and what they will encompass. You can also try writing a basic script of the main dialogue then go from there.
In my two years of playing STO, I have only ever created and published one foundry mission. I think the main reason for this is that I have so many ideas on what to do and I am more likely to finish things like this if I have a start-to-finish plan, so I was wondering, does anyone have any tips for creating a simple plan for a foundry mission?
I love working on a story, but what helped me to keep my creativity is not to be bound to my story.
I create an outline of the story, but creates everything that happens inbetween as I go.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
I can only tell you how I do it, and that is quite different from how some others do it. I'll use as an example a mission idea I had been working on geared toward Romulan captains. So far it hasn't gone past the outline phase.
First I jot down a description of the mission. This is usually just a couple paragraphs, sometimes it has background of things leading up to the mission, sometimes it just described the mission itself in very simple terms. In the case of this as-yet untitled mission, it was mostly background.
It is one of the greatest mysteries of the 23rd Century. In 2245, Task Force 21, consisting of five brand new Constitution Class vessels under the command of Admiral June Marcus, were sent into an unclaimed sector following reports of a mysterious Romulan first strike weapon, the Khina Vnai. The task force was never heard from again.
All attempts to find the missing ships proved futile. No debris and no energy emissions were ever found. The crews were declared lost, something that had profound effects on their family members, such as the young Carol Marcus, who because of this tragedy shunned a career in Starfleet, instead following in the footsteps of her father, the renowned physicist Dr. Alexander Marcus.
What the Khina Vnai actually was, Starfleet never discovered. The truth has been lost to time. But time has a way of giving up her secrets when you least expect...
The Foundry is very much geared toward self-contained maps and progression from one map to another, so I find outlining very helpful. Each Roman numeral is a map, and each letter is something that happens within that map.
I. Deep Space
A. Investigate strange readings.
B. Encounter spatial anomaly.
C. Federation Task Force 21 ship comes through. They attack you, believing your ship to be hostile.
D. More ships come through, you withdraw to nearby Nebula with Federation ships in pursuit.
II. Nebula
A. You stumble across hollow asteroid.
B. Investigating you find a TOS era Romulan installation with dozens of advanced (for the time period) T'Liss Warbirds moored there.
C. Unbeknownst to you, Task Force 21 has followed you.
III. Installation
A. Beam down to the Romulan facility.
B. You find that the Khina Vnai was a secret military force built by the Tal Shiar that was aimed not at the Federation, but at its own government. It was abandoned as political climates shifted.
C. You find out that the ships are in perfect working condition, and while still a bit out-dated, could be a benefit to the fledgeling Romulan Republic.
D. Confrontation with Federation away teams.
E. Your team is captured. Your ship is surrounded.
IV. U.S.S. Ardent
A. Your away team is taken to the brig.
B. Meet Admiral Marcus. Attempt to convince her that she has traveled through time.
C. Your conversation is interrupted when Marcus is informed that a message has been intercepted coming from one of the Federation ships alerting the modern-day Tal Shiar to the location of the Khina Vnai.
D. You find out that one of the ship captains was a Tal Shiar spy.
E. Agree to team up with Marcus to defeat the Tal Shiar task force that is certain to come.
V. Nebula
A. Destroy Tal Shiar attack force
B. Part ways with Marcus as she returns to the Federation
From there I can start designing, cause I know what I need on each map, and I can start writing the dialogue for each map at the same time. I like to write most of it in a word processor before hand and then copy it into the Foundry, but you certainly don't have to.
I usually just start to build a set with very little idea of what the story will be except, maybe it's a Borg mission, or maybe it's some kind of follow-up to an episode.
By the time I finish one or two sets, the ideas crystallize, until I know why I'm building what I'm building.
The story is the hardest part for me. Building is just kind of therapeutic busy work for somebody with OCD-like issues.
Having once written a (rejected) spec script for Voyager back in the day, I read up on the screenwriting process as described in the TNG and DS9 Companion books, and have since been using that as the basis of my Foundry writing process.
First I typically write a rough mission "treatment" w/ pencil and paper, then convert that into an outline broken down by maps, objectives and storyboard dialogue placeholders (including any specific lines that come to mind). I then convert the outline into a storyboard script. I've even made a template ODT (OpenOffice Writer) script document so I can write out the entire storyboard offline, then copy/paste it all into the actual mission later.
I usually build maps during the outline phase of this process, so they will be ready to go when I finish the storyboard script.
Yeah, I always write a vague outline, but I've found it best to not make the outline too detailed before I start building. Every now and then you start work and realize that the mechanical limitations are being evil today....
In my two years of playing STO, I have only ever created and published one foundry mission. I think the main reason for this is that I have so many ideas on what to do and I am more likely to finish things like this if I have a start-to-finish plan, so I was wondering, does anyone have any tips for creating a simple plan for a foundry mission?
Not sure what others do, but this is my process?
Before even logging into the foundry I start in MS Word and outline a synopsis of the mission. i.e. 'On a routine survey mission in the [Sector name] you receive an emergency hail from another Federation starship being attacked by Klingons. Once you arrive at the coordinates you find only debris and no sign of any Klingon threat. You scan the debris and notice some irregularities - just before a Reman ship uncloaks and attacks'
With the basics down you can then start to map out your objectives for each map using a simple bullet point style.
MISSION START:
* Receive emergency hail
* Warp to coordinates
SYSTEM SPACE:
* Locate debris
* Scan debris
* Defend from Reman attack
And on and on until you've mapped out the entire mission.
Once that?s done, then you can go into the foundry, create your mission and create the maps. IMPORTANT: I have always found that creating all maps BEFORE actually starting to fill in the 'story' side of things is helpful? then create your story, any special characters, etc. Once you?ve completed a map, play it. Look for any issues, typos, etc. on that map before moving on to the next. Trust me, this will save you time later on. (also, I am not the greatest typist so I create all of my dialogue, etc. in Word then paste it into the dialogue box in the foundry - saves a lot on searching for typos later on).
Once the maps and story are complete, play the entire mission from the beginning... Make sure it all makes sense, that players can pick up the mission easily enough and all objectives are straightforward enough as not to allow the player to get lost or confused. If you notice any issues, write down exactly where/what and fix them later - if it pays through the way you want and it all seems fine, save and publish it.
Last but not least, Zorbane has a thread on these forums where players can submit their creation for reviews/feedback in exchange for playing and reviewing other posted foundry misisons. You can find this at http://sto-forum.perfectworld.com/showthread.php?t=816401. I suggest when you've published yours to visit this thread.
My method involves pawing at an idea until I'm satisfied it lives up to my own relentless scrutiny. Just one idea as a basis and crux of the entire mission. As long as I"m satisfied I move forward with making maps to cultivate the needed environment. As long as that holds solid, I move forward with the story and alternatingly remove/add as needed the context of said story and/or assets.
I usually start with an idea about what I want the story to be about. Also, the cool things I want to do in the mission, like I want to have this map, or build this, have this kind of things to do...
Then I start building the mission, leaving the dialogues as placeholder until the map is done. I also write the ideas of what I will talk about, even some sentences I find cool.
When I build the mission, sometimes I have something that was not planned, and I use it in the story, make it grow in that direction.
For example, I used the "Alpha" map (it's the only map that look like a jungle, and I needed a jungle). And there is a crashed BoP on it. My mission involve Klingons, but I never planned to have them crash or even be there on this map. So I changed my story accordingly, added a BoP crashing, and why, and make it a part of the plot.
As to have a lot of ideas and all that, that's also true for me, and I imagine, for a lot of Foundry authors. But I always work on 1 project at a time, never more, until it's published. It's a way to "force me" to go through the last part of a project, IE checking for typos, grammar and playing the mission several time to see if everything works. And I hate that part. If I have ideas for another project while I'm working, I write the ideas, but never go to work on the other project.
erei brings up a good piece of advice: Be Flexible. You may find when you get into the editor that something in your plan or outline that won't work due to game mechanics, or something you want to add. Don't be afraid to rewrite on the fly. Sometimes it can make the mission better!
erei brings up a good piece of advice: Be Flexible. You may find when you get into the editor that something in your plan or outline that won't work due to game mechanics, or something you want to add. Don't be afraid to rewrite on the fly. Sometimes it can make the mission better!
Yea, in the finale of my Borg series, I randomly though of a twist to put on the spot while making a boss battle. That wasn't even in the original plan but it worked and created a better story overall.
Yeah, I always write a vague outline, but I've found it best to not make the outline too detailed before I start building. Every now and then you start work and realize that the mechanical limitations are being evil today....
This is why I have started projects that I never finished.
Unlike some here, I am not a huge fan of building complex maps from the ground up. That's not my thing.
I have a story I want to tell and without fail I run into some limitation that makes it harder than it should be, if not impossible.
In a lot of ways, I really miss CoH's Mission Architect. You couldn't do a whole lot with the setting itself and couldn't control placement of anything at all. But making stuff happen was not a problem and they had many different objective types that could be pieced together. You could get very complex interactions between players, NPC's, and objects.
You can do that in the Foundry, too, but it's not nearly as straightforward.
That said, I think the Map Outline is probably the best way to go. It doesn't pay to write complex dialog trees if you can't string the basic objectives together.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Moving forward with only a basic concept of a story can get a lot of people stuck early on. Don't get me wrong - some people can wing it. I need a little more structure.
When I build my maps, I don't get into exact detail at first. If I know I need a space map, ground map and interior map I build those and decorate them. I don't add objectives, etc. at this point (save that for the story). But one thing for certain is know exactly what you want to accomplish on each of these maps.
i.e. ground map - need some terrain and buildings. Player will have to fight through groups of enemies and scan a few buildings until they find the right one. Once they have, they need to enter the building? or do they have to go back and do something else first?
Another example, in the mission I am writing now, it is mostly interior maps as most of the action takes place in a station - player starts on one floor, goes down, has to go down AGAIN, then back up. This means I need FOUR maps with one being a duplicate. On one map, they have to access the station's power core. it's offline - so they have to go elsewhere to bring it back online. Then have to go BACK to the core and scan it, etc. before heading back to the upper floor to leave the station. It sounds convoluted but works for the purpose of the story and had I not at least created the maps before I began I may have missed some details or something...
And yes, the number one rule is BE FLIXIBLE! Your story may evolve or change as you're writing it. The most important thing is to have fun and enjoy yourself. If you find that this leads you to coloring outside of the lines, then do it.
I outlined my first Foundry series before it was put on Tribble. It was on Redshirt, which was the ultra-secret test shard at the time and I did not have access to that and there wasn't all that much info out on how the Foundry worked and what its limitations would be. I only had a little info to go on, so I just wrote what I wanted to do. When I actually got in I found that even though an outline structure suits Foundry building very well, there was plenty that I needed to alter in my plans.
I think the best success in the Foundry comes from being able to say to yourself: "OK, so I can't do this, but how can I accomplish roughly the same thing in a different way?"
Of course, some on-the-fly adjustments are easier to make than others. When writing the story for Valley of the Shadow II, having played through Cryptic's Romulan Republic story arc, I knew I wanted to integrate my trilogy with the Cryptic arc, and had my heart and mind set on a big player confrontation with Sela on New Romulus, followed by an epic space battle near the planet, so I wrote VotS II (and laid the groundwork for VotS III) accordingly.
Only after having done all of that did it occur to me that we don't have any of the New Romulus maps available in the Foundry yet. :eek:
I wound up having to improvise big-time. I made a very rough custom approximation of the New Romulus space map for a critical sequence in orbit of the planet, which I will duplicate in Part III for the aforementioned epic space battle. For the confrontation with Sela, I moved its setting from the New Romulus Command Center to the bridge of a Federation starship orbiting the planet. As I noted in the mission description, if/when we ever get the proper New Romulus space, ground and interior maps to use in the Foundry, I will rebuild those segments of the mission using the proper maps.
I think the best success in the Foundry comes from being able to say to yourself: "OK, so I can't do this, but how can I accomplish roughly the same thing in a different way?"
Yeah, I had to do that in a big way with B'Vat's Legacy. My initial idea was to use Gateway as the mission starting point, but... surprise! Every OTHER solar system in that block can be used as a starting point....
Comments
Well, it's really all going to depend on your writing process honestly. Some people make it as they go, some plan months ahead.
If you want to plan, try writing a basic script or outline of how you want the mission to run. Brainstorm how many maps you want and what they will encompass. You can also try writing a basic script of the main dialogue then go from there.
I love working on a story, but what helped me to keep my creativity is not to be bound to my story.
I create an outline of the story, but creates everything that happens inbetween as I go.
I call it, the Stoutes paradox.
First I jot down a description of the mission. This is usually just a couple paragraphs, sometimes it has background of things leading up to the mission, sometimes it just described the mission itself in very simple terms. In the case of this as-yet untitled mission, it was mostly background.
The Foundry is very much geared toward self-contained maps and progression from one map to another, so I find outlining very helpful. Each Roman numeral is a map, and each letter is something that happens within that map.
From there I can start designing, cause I know what I need on each map, and I can start writing the dialogue for each map at the same time. I like to write most of it in a word processor before hand and then copy it into the Foundry, but you certainly don't have to.
By the time I finish one or two sets, the ideas crystallize, until I know why I'm building what I'm building.
The story is the hardest part for me. Building is just kind of therapeutic busy work for somebody with OCD-like issues.
First I typically write a rough mission "treatment" w/ pencil and paper, then convert that into an outline broken down by maps, objectives and storyboard dialogue placeholders (including any specific lines that come to mind). I then convert the outline into a storyboard script. I've even made a template ODT (OpenOffice Writer) script document so I can write out the entire storyboard offline, then copy/paste it all into the actual mission later.
I usually build maps during the outline phase of this process, so they will be ready to go when I finish the storyboard script.
My Foundry missions | My STO Wiki page | My Twitter home page
My character Tsin'xing
Not sure what others do, but this is my process?
Before even logging into the foundry I start in MS Word and outline a synopsis of the mission. i.e. 'On a routine survey mission in the [Sector name] you receive an emergency hail from another Federation starship being attacked by Klingons. Once you arrive at the coordinates you find only debris and no sign of any Klingon threat. You scan the debris and notice some irregularities - just before a Reman ship uncloaks and attacks'
With the basics down you can then start to map out your objectives for each map using a simple bullet point style.
MISSION START:
* Receive emergency hail
* Warp to coordinates
SYSTEM SPACE:
* Locate debris
* Scan debris
* Defend from Reman attack
And on and on until you've mapped out the entire mission.
Once that?s done, then you can go into the foundry, create your mission and create the maps. IMPORTANT: I have always found that creating all maps BEFORE actually starting to fill in the 'story' side of things is helpful? then create your story, any special characters, etc. Once you?ve completed a map, play it. Look for any issues, typos, etc. on that map before moving on to the next. Trust me, this will save you time later on. (also, I am not the greatest typist so I create all of my dialogue, etc. in Word then paste it into the dialogue box in the foundry - saves a lot on searching for typos later on).
Once the maps and story are complete, play the entire mission from the beginning... Make sure it all makes sense, that players can pick up the mission easily enough and all objectives are straightforward enough as not to allow the player to get lost or confused. If you notice any issues, write down exactly where/what and fix them later - if it pays through the way you want and it all seems fine, save and publish it.
Last but not least, Zorbane has a thread on these forums where players can submit their creation for reviews/feedback in exchange for playing and reviewing other posted foundry misisons. You can find this at http://sto-forum.perfectworld.com/showthread.php?t=816401. I suggest when you've published yours to visit this thread.
Good luck!
That's how I work, at least.
Then I start building the mission, leaving the dialogues as placeholder until the map is done. I also write the ideas of what I will talk about, even some sentences I find cool.
When I build the mission, sometimes I have something that was not planned, and I use it in the story, make it grow in that direction.
For example, I used the "Alpha" map (it's the only map that look like a jungle, and I needed a jungle). And there is a crashed BoP on it. My mission involve Klingons, but I never planned to have them crash or even be there on this map. So I changed my story accordingly, added a BoP crashing, and why, and make it a part of the plot.
As to have a lot of ideas and all that, that's also true for me, and I imagine, for a lot of Foundry authors. But I always work on 1 project at a time, never more, until it's published. It's a way to "force me" to go through the last part of a project, IE checking for typos, grammar and playing the mission several time to see if everything works. And I hate that part. If I have ideas for another project while I'm working, I write the ideas, but never go to work on the other project.
My character Tsin'xing
Yea, in the finale of my Borg series, I randomly though of a twist to put on the spot while making a boss battle. That wasn't even in the original plan but it worked and created a better story overall.
This is why I have started projects that I never finished.
Unlike some here, I am not a huge fan of building complex maps from the ground up. That's not my thing.
I have a story I want to tell and without fail I run into some limitation that makes it harder than it should be, if not impossible.
In a lot of ways, I really miss CoH's Mission Architect. You couldn't do a whole lot with the setting itself and couldn't control placement of anything at all. But making stuff happen was not a problem and they had many different objective types that could be pieced together. You could get very complex interactions between players, NPC's, and objects.
You can do that in the Foundry, too, but it's not nearly as straightforward.
That said, I think the Map Outline is probably the best way to go. It doesn't pay to write complex dialog trees if you can't string the basic objectives together.
Link: How to PM - Twitter @STOMod_Bluegeek
When I build my maps, I don't get into exact detail at first. If I know I need a space map, ground map and interior map I build those and decorate them. I don't add objectives, etc. at this point (save that for the story). But one thing for certain is know exactly what you want to accomplish on each of these maps.
i.e. ground map - need some terrain and buildings. Player will have to fight through groups of enemies and scan a few buildings until they find the right one. Once they have, they need to enter the building? or do they have to go back and do something else first?
Another example, in the mission I am writing now, it is mostly interior maps as most of the action takes place in a station - player starts on one floor, goes down, has to go down AGAIN, then back up. This means I need FOUR maps with one being a duplicate. On one map, they have to access the station's power core. it's offline - so they have to go elsewhere to bring it back online. Then have to go BACK to the core and scan it, etc. before heading back to the upper floor to leave the station. It sounds convoluted but works for the purpose of the story and had I not at least created the maps before I began I may have missed some details or something...
And yes, the number one rule is BE FLIXIBLE! Your story may evolve or change as you're writing it. The most important thing is to have fun and enjoy yourself. If you find that this leads you to coloring outside of the lines, then do it.
starting point
end point
anything major in between
and I figure out how I want to go from one point to the next.
My character Tsin'xing
I think the best success in the Foundry comes from being able to say to yourself: "OK, so I can't do this, but how can I accomplish roughly the same thing in a different way?"
Only after having done all of that did it occur to me that we don't have any of the New Romulus maps available in the Foundry yet. :eek:
I wound up having to improvise big-time. I made a very rough custom approximation of the New Romulus space map for a critical sequence in orbit of the planet, which I will duplicate in Part III for the aforementioned epic space battle. For the confrontation with Sela, I moved its setting from the New Romulus Command Center to the bridge of a Federation starship orbiting the planet. As I noted in the mission description, if/when we ever get the proper New Romulus space, ground and interior maps to use in the Foundry, I will rebuild those segments of the mission using the proper maps.
My Foundry missions | My STO Wiki page | My Twitter home page
My character Tsin'xing