I am currently doing a script of a small mission project in the foundry, using Google document (Makes it available where ever I am) in moviescript-style.
Though I am not veteran when it comes to write mission scripts and all that, so I turn to you guys with more experience in the matter and perhaps you would like to share how you write your mission script. Program, technic, etc etc.
Thanks
Comments
For me, it;s a walkthrough/plot outline/ speaking points/whatever on a 8.5 x 14" notepad done in pencil. That way I can plan things out, erase and make changes, etc.
From there, it;s building section by section until I;m happy with it.
Hope this helps
It does create a lot of extra work (especially for a hardcore dyslexic like myself) but it's much easier for me to look at the boxes while I'm working to keep track of the flow of things.
Every medium has its own limitations and sense of flow and writing video game missions requires a special kind of line discipline. You need to say a lot in very few words and take travel times, object interactions, and combat events into account. It is highly advisable to constantly play through maps as you are making them so you don't go off on tangents that just "don't play" in a game environment.
this involves a big stack of file cards (npcs) a map (stored on computer) a flow chart (pinned to wall) and a picture of a dinosaur
First I outline everything by map so I know how many I need (and if i need to cut any to get it in under the limit). Then i usually get to map building, then I rough in the objectives.
Then I get to writing. I do it pretty simply, just in a word processor somewhere, sometimes on my laptop so I can write in my comfy chair while watching some Star Trek, sometimes. It doesn't have to be everything, just the longer exchanges. Then I copy and paste into the Foundry and flesh out the rest.
But my process goes like this;
A. Create rough script to refine.
B. Create Maps
C. Create Costumes
D. Create Contacts
E. Copy dialog into boxes.
F. Proof read.
If one of my sons has time, I have them run through it. Otherwise I run through the mission myself.
think out a rough concept of the mission.
Make a rough draft of the mission in foundry
look over what I can actually DO in the foundry this gives me ideas as to how to refine the mission to work within the foundry limits.
After I figure out the mechanical details of the mission then I refine the story. It's a bad idea to completely write the story then realize that you can't do it the way you want to.
Examples from one of my missions: In one of my missions(B'Vat's Legacy) I wanted to use the Guardian of Forever as an NPC, but you can't do that. You simply cannot skin an NPC to look like the Guardian or have any interactable object that does look like the Guardian in dialogue.... So I changed the mission to be a Section 31 NPC instead of the Guardian of Forever.
Another example: dead people are tricky to render in foundry. there aren't any objects that are actual corpses. The only work around is to have an NPC play dead. So, it might be better to come up with excuses for not showing dead bodies. One I've used in a currently classified project is to have them hidden inside chunks of ice.
After I create the actual mission I go back and polish the story. The downside is that I usually forget to explain some critical detail and need to get feedback from people who played it to identify which detail I missed.
My character Tsin'xing
My Foundry missions | My STO Wiki page | My Twitter home page
I have the basic storyline in my head, so I don't write anything down. I prefer to expand on the story as I build it. It's just my personal preference to do it this way so I can change things up when I see the opportunity to do so.
[SIGPIC][/SIGPIC]
by Duke-of-Rock Available on Holodeck
One thing i've learned form Admiral Murphy (juipter force fleet) is that if you need your players reply to be longer than the space you're given, you can put it in the main dialouge screen with coloured gold the button for that is "out of charicter" and it works find just leave the reply field as "continue", if you need any help please contact me
For me the big issue is determining how everything fits and works together and having a set script before I even head into the foundry sort of makes it harder to alter things as I go to make them work and fit together.
However that does not mean I don't know what I want to happen. I do work out the story flow what I want to do and when in relation to others. I also have an idea about what I want to get out of specific characters or objectives. It's just the last step of actually writing the dialogue to accomplish the ideas and thoughts that I want that I do as I develop a foundry mission and the maps.
Come up with a general plot (for example escape from a Klingon encampment)
Write down the a slightly more detailed plot with important events
Break the plot into separate "Acts". Usually each act would be its own map, and some Acts would have different scenes.
Then I go Act by Act
Write the Act's plot again, this time in more detail
Build the map in the editor
Write the dialogue for the Act.
Do any plot revisions for the rest of the story that came up
*rinse and repeat for each Act*
I do all of this in Google docs so it catches any spelling mistakes and so I can work on it wherever I am (as long as I have internet!)
One benefit of keeping things vague at first is so that the story remains flexible. Having the story and characters evolve under your finger tips is a great feeling! It also makes it easy to work around foundry limitations.
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
I would like to say thanks to apulse for starting this thread in an effort to find out how others make missions. To more specifically answer the thread question I do similar to sandukutupu, markhawkman, and some of the other authors combined. Developing a story and then writing the script are very important steps in the process. Of course knowing what limitations of the Foundry in developing the mission is important too. In addition to that below is a repost of my "Best Practices" posting when the I restarted my In depth mission reports upon request thread. For those of you who do not know who I am, over the past few months I've reviewed over 150 Foundry missions and have identified several items in many of the reports that I felt needed to be worked on. The information below will summarize those items into, what I consider to be, a set of best practices for authoring missions Please remember, everything in this posting is only my opinion based on my experience, and they are yours to use of not as you choose.
Plots, storyline and dialogue:
The creation of a storyline is one of the most important elements of mission development. The author needs to capture the player's attention and then hold it for the length of the mission. Most players do not mind playing longer missions as long as there are elements to it that keep them engaged in the story.
Regardless of a mission being story or combat oriented it needs to have a plot to drive the action forward. In a combat mission if all the player does is flying into a system and battle large quantities of enemy mobs, then beams down to a planet, ship or a station to engage more enemy mobs with a single line of dialogue like, "Beam down sir" most likely the player will get bored quickly. This is true with a story oriented mission too. If a player spends time playing a story oriented mission and the plot makes no sense at all then you will lose them quickly as well. You have to have some plot to support the mission and it needs to make sense. Some things to consider when creating a plot for your mission:
The story dialogue that drives the mission forward is another element to good mission design. If the story dialogue does not make sense you will lose the player really quickly and your mission will become tedious. There is a simple way to avoid this. Read the dialogue out loud. This means to actually read the dialogue out loud while you sit in front of the screen testing the mission. When you read it to yourself your brain can trick you into thinking you actually said something in the dialogue that you knew was supposed to be there but actually is not. The brain is an amazing tool that helps us interpret the world around us. When we read something to ourselves and certain things are missing the brain will fill in the gaps by making assumptions. This is especially true if it is something you wrote, because you knew exactly what you wanted to say, even if you didn't write it like that.
Spelling and grammar errors:
As a general rule I will not lower my rating of a mission based solely on the spelling or grammatical errors, but it can be a contributing factor to a lower score. Many of the mission ratings I read, prior to playing a mission, mention "spelling" or "grammar" or both as an issue. Since that is the main thing they mention in their review on STO it would be logical to assume that accounts for a large part of the rating they've given the mission. In some cases it is a three star or less and others a four star rating. Yes even some are five stars with the accompanying "spelling" or "grammar" issues comment. The point here is spelling and grammar issues can easily be addressed with spelling/grammar checking available in most word processor programs on the market today. I write scripts for my missions using MS Word as my principle means of spell checking my dialogue. In the early days of my mission evaluation I noted a few spelling errors that, it did not occur to me at the time, were due to the differences in UK English and US English. I've done so many mission reviews at this point I hardly notice the difference anymore.
Map utilization:
This is an element of mission development that can be abused. To put it simply, just because you can create 10 maps does not mean you should. These are just a few things to consider when creating a map for your mission:
Triggers, effects, and NPC utilization:
Using triggers to tell a story is another important skill to have when developing a mission in the Foundry. Here are a couple of ways they can help:
Using effects to dress up a story is another important skill to have when developing a mission in the Foundry. Here are a few things to consider:
Testing your mission:
There have been a number of times when I mention to the author "I cannot find a story element" or "the element doesn't work" in their mission. The normal response I get back is "It worked great when I tested it" or "I had no problem with it". Here are few things the author needs to remember:
The use of response buttons:
When I refer to response buttons I mean the buttons at the bottom of the dialogue window. I know you might have thought that based on my mission reviews this would be at the top of the list. While I do feel it is important, it is not as important as the other items discussed above. As most anyone who has read just about any of my mission reviews knows the use of the response button "Continue" is a pet peeve of mine. There are occasions where it works although I encourage authors to use alternatives to it. For example "..." vice "Continue". Part of this is because I want the author to consider what response is appropriate to the dialogue. As all authors should be aware "Continue" is the default if you leave the button blank. Why does this matter? In my opinion it detracts from your story. For example, one of the player's BOFF's says "Captain, there is a Klingon Bird of Prey decloaking off the port bow" the play's response is "Continue". It just doesn't seem to fit the dialogue.
In the end it is up to the author how they want to use these response buttons to drive the story forward. Remember you can also put the player's response in the dialogue window as well; you just have to make it stand out from the other dialogue. Using either [OCC] or [MissionInfo] dialogue is the best way to make it stand out. I prefer the [OOC] myself when designing more extensive responses from the player.
Summary:
It's the details that will get you every single time. I think everyone who has ever had a mission reviewed by me knows I do in-depth but fair reports on authors missions. I have tried to capture those elements that are what I consider to be "Best Practices" in this posting. The above items are ways I feel missions can be improved by the authors. By improving your missions you in turn improve the community and the quality of play for everyone. This makes the entire STO experience a much deeper and rich experience for all players.
Thanks for reading,
Brian
Oh yeah, I also just make it up as I go.
Basic story comes into head, I build on it, I figure out when I should stop, I stop.
For example, in Exploratory Crisis (my only mission to date), first I thought "Okay, so I need to figure out a way to get a character into another universe, because I need it for my RP storyline.". So I made the U.S.S. Explorer with its somewhat glitchy reverse-engineered subtranswarp engines. Randomly pulled out a few ships from across the quadrant, blah blah blah, got boarded, beamed to the Explorer...... Deeper into the story, I found out I wanted to introduce some new characters, but I also wanted to make them optional. So, I did so. And I did so again. And so on, until I saved the Explorer and finished that part of the story.
Basically, right now I'm just waiting for a chance to make the sequel and continue the story, bring it closer to the intended purpose.
Did I provide too much detail?
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Plots, storyline, and dialogue:
1: definately essential. Also this should be in the mission summary players read before they start.
2: well... Is it player vs Enemy or player vs. Environment? In the former, yes you have villains with goals(which don't need to be diabolical). In the second, not so much. The story takes on a role similar to that of an antagonist.
3: this doesn't need to be complicated. Vs Enemies this can be as simple as stopping the enemies from accomplishing their goals. It's more complicated when doing a Player vs. story mission. In those missions you need a more complex story-driven reason for it.
4: this can be a combination of 2 and 3. But there definately needs to be some sort of conenction between them.
My character Tsin'xing
It is okay to make it up as you go, but if you are creating a story you should be cautious that you do not make something up that contradicts another part of the story. That can be confusing and annoy the player. Sometimes I start off with a script then create maps, add effects, NPC's, objects and dialogue to see if I can make the story work the way I want it to. On occasion I have had to rewrite portions to meet the way the Foundry works. There are several ways to work around those limitations. Most authors I know are willing to share the techniques.
Those are good points. Even a combat oriented mission should have a story of some kind. Something that keeps the player interested in playing your mission and slugging their way through to the end.
I am excited to see what changes they have made in the Foundry and how that will affect authoring.
Oh don't worry, I'm very careful about that. Then again... sometimes my RP storyline contradicts itself. Must be the fact that it's so long and I haven't written any of it down, so some of it just goes down the metaphorical drain of forgetfulness.
Indeed. Ironically, I originally wanted a very story-oriented mission, yet my own evaluation of it would be that it's a combat-oriented one, with very little optional dialogue.
Well, you can preview the changes on Tribble, unless they had to pull the Foundry over there down as well.
Edit: You know what's funny? Ever since playing One Too Many, I've been toying with the idea of using a certain photonic-loving officer in my next mission as a character, yet I never got around to asking... (and yes, I did just bring that up because of the post above :P)
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Thanks for the compliment. Blessed are the authors, for they do enrich the community with their missions. I merely try to help where I can and offer recommendations, which are my opinion; based on elements I've seen work in other missions, including mine. The community as a whole has many great authors that also teach others through tutorials and recommendations. In addition to my "Best Practices" post, Starbase UGC is full of many great tutorials on how to create missions effectively.
Together we can all build a stronger community. :cool:
Thanks for authoring,
Brian
I asked my Dad where and how the creative process works, since I am only a high school grad and he went to college. He thinks it starts as several stories we read or real life experiences and the creative process is just how we reorder the facts.
So basically we are back to remakes at different points of view. Plagiarism on a more grand scale. As a King once said, "What has been is what will be, and what has been done is what will be done; and there is nothing new under the sun.".
My Mom says the creative process is just asking, "What if?". Such as, what if a vampire was your court appointed attorney? Then asking what events may happen afterwards.
I only have one mission so far in the Foundry (assuming it wasn't deleted) and it is just a basic shoot'em up arcade. Nothing fancy. I guess my opinion is I don't have creative talent. That creative story writing was never my strong point. My stories might make you fall asleep. I think creative writing is like painting, some one can teach you to paint, but unless you are born with it, you can never be a master.
The reason we have so many sequels and remakes isn't because creative people don't exist out there, it's because the money which backs those projects don't want to take any risks. Someone backing a Hollywood movie cares less if they promote a project that ends up being groundbreaking or remembered, they just want to get a return on their investment.
A lot mainstream movies, games, and even books suffer from this problem. Some of the "biggest" names in Fiction are some of the worst actual storytellers (not saying this is true of every well known author, but it definitely is for some). In fact, some of them basically have ghost writers pump out most of their stuff for them and they just put their name on it.
There are a lot of gatekeepers for what content ends up out there. But maybe this is changing a little bit with the lower barriers to entry thanks to the internet, online publishing and Ebooks.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
To me the most interesting thing about a story is the characters, so that generally influences how I come up with the plot line. After having a basic concept, I then fill it out more, and a major way I do that is by coming up with characters, and seeing how those characters affect the storyline. Some of the plot of Dereliction Duty and Atlas Affair were more or less set by what needed to happen, but there were other side plots that were added due to the characters. For example, the parts with Qig and the ECH were mostly character generated.
Dereliction Duty and Atlas Affair 1/2 were in development for the better part of a year, and a lot of stuff was added to that basic plot line of "a ship has gone missing". By spending that time fleshing things out, I was able to do a lot more with the story than I could have if I'd just come up with it over the course of a couple weeks.
Now that I've come up with various characters, they actually can inspire entire plot lines based off of them. Perilous Prize was mostly based off of Daimon Tat and her crazy scheme, although that was obviously inspired by the whole lockbox nonsense. You can find inspiration in a lot of different places, particularly in your life experiences, other things you've read, current events, but the trick is then to take those ideas and make them your own.
In terms of fiction writing, I would generally allow the characters to drive the plot even more, but with the Foundry you do have to temper that to some extent by the need to give the player a major role, and you have to be mindful that STO is a game so you need to mix in some action. It's a different medium than a novel, so you have to go about things a little bit differently.
I would actually add that coming up with fun game experiences and figuring out how to tie them into the mission is an important part of Foundry development
Click here for my Foundry tutorial on Creating A Custom Interior Map.
This reminds me I need to go back to my Trek short stories, I've neglected them.
I agree with nrobbiec. Stories are important to the mission, even if it is only a combat oriented mission. As I said in my write up, "What is the motivation of the player to be in this mission?" It does not have to be complex but it should make sense. The mission is never as simple as "Fly in and kill the enemy". Then you put every type of enemy on the map. For me this would become tedious really quickly. That is not to say you cannot have multiple factions on a map but is there something to it. For example, there is a secret alliance between the Klingons and Romulans to destroy the Federation. If you don?t explain that through even a short bit of dialogue the player will be lost and wonder why they should continue.
On occasion I'll start a basic story to give myself an outline to work with then flesh it out in the Foundry. Then I go into the Foundry and see what my limits are for the story I want to tell. Once I figure that out I go back and write the dialogue to and develop the rest of the story. It just depends on the story I want to tell.
Good luck and I look forward to playing/reviewing your missions when the Foundry is back up and running.
Brian