Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

RPG Concept Mapping a.k.a Getting Started

I've come to the conclusion that a good project needs structure. A foundation. A skeleton. Just like an artist builds of a sketch. You start with the basic stuff and gradually add-on to it. Some people, myself included, would start with lists and bullet points. Planning their games out as a table of contents or a walkthrough in a separate word document.
I'm against "making it up as you go"; that is creating maps or locations with an undefined purpose that you may or may not use. But in a way we are all "making it up" when we start a new project. So why not map your game out on a map in your project?

Start small
You've probably heard that before. But I really mean it. Create a miniature version of your game. The idea is to conceptualize the player's progress on a map using events. Lets say you have a Heroine who's journey begins when she finds a silver coin. So on the map you would put the player's starting point. Then you add an event that gives you the lucky coin and turns on the switch "Got Coin".
Start_zps65419a3f.png

What does she do with it? She tosses it in a fountain and a water spirit give her a magic coin purse that is always full.
step1_zpscd5c7b02.png

She's cleaver enough to keep it secret and hide the purse at home. Makes a withdrawal and goes to town.
step2_zps6f1bbdc3.png

Depending on how much money the player took. She could enroll at the academy and become a Scolar. Maybe hire a handsome mercenary. Or get mistaken for a theif and get invited to join the thevies guild.
step3_zpsd852425e.png

And you just keep adding paths until you come to a conclusion.
step4_zpsa5ec729e.png


It's important to include switches and conditions, along with some basic dialog, so that you can playtest and see how it flows. One event revealing the next and so on. It can go in a linear fashion or circle out like a web depending on if you have a linear story in mind or an open world exploration. It doesn't have to be all on one map if you want to break your game up into acts, chapters, locations, or whatever.
When you are ready, move on to mapping and setting up the scenes for the game. All the important events and switches are ready for you to copy and paste and add on to. So it's just a matter of creating the details.
 
Oh, this is an interesting idea. I like the concept, especially for a short project, but I personally find it works better for me to make a traditional outline, then write out the entire script, then edit it, and only then put it into the game. A lot of people in this community seem to write their game the first time when they're putting it into the event editor, but any experienced writer will tell you how important multiple drafts are, especially for a long work. And it's a lot easier to edit a document than it is to edit a cutscene that's already been put in the game. You don't waste any effort if you only start implementing the story once it's been finalized.

I also like the point about needing to outline a branching story, since those are often a lot more complex and delicate than linear stories. Maybe flowcharts would also work well for this purpose. Gliffy is a pretty cool free flowchart tool that is easy to use.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top