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hpl3:game:guides:scripters_guide

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hpl3:game:guides:scripters_guide [2015/09/25 11:09]
jens
hpl3:game:guides:scripters_guide [2015/09/25 11:10] (current)
jens Removed the link to internal design doc. Left rest as is even if not an internal scripter new at the job. Frictional's thinking can't hurt when making mods.
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 This guide will serve as a knowledge base for what to do and not do when scripting a map. It will go through what is important to think about and will include lists with various tips and advice on how to approach this. This guide will serve as a knowledge base for what to do and not do when scripting a map. It will go through what is important to think about and will include lists with various tips and advice on how to approach this.
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-===== Set-up ===== 
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-At least one time, you need to do the following: 
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-    * Make sure that you have read the [[:​stash:​depth:​design_document|Design Document]] You must feel at home with the design principles we want to use, the general outline of the player'​s journey and with the mood/themes of the game. 
-    * Play all three Penumbra Games and Amnesia (do not forget Justine expansion) so you get a feel for what kind of activities are possible. 
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-Every time you start on a new map, you need to: 
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-    * Make sure to read the design carefully and make a list of the things you need to implement. It is good to figure out some kind of priority order and what will be the hardest tasks from the get go. 
-    * Have chat with Thomas and talk through the design of the level. Make sure there is nothing that you are unsure about. Remember that Thomas might sometimes forget these meetings, so nag at him. You do not want to start before having done a walkthrough. 
-    * The most important part of the design for  level is what it is meant to achieve in terms of narrative and mood. Make sure you get this. 
  
 ===== Programming ===== ===== Programming =====
hpl3/game/guides/scripters_guide.1443179347.txt.gz ยท Last modified: 2015/09/25 11:09 by jens