Writing

Along with Art edits, I’m now deep in the script edits (not programming script thankfully!).

There’s a lot of continuity to keep track of and making sure that everything connects correctly. So far, it’s going well as I tried to keep things as neat as possible while writing the first draft, and I haven’t noticed any inconsistencies yet. It will be something to monitor over the course of play testing to see if I’ve missed something, or certain scenes don’t make sense. To make life easier when play testing begins, we’ve got a build in debug system to help keep track of which scene is which, and that will make it so much easier to put right!

One of the harder things to keep an eye on for me personally, is spelling and grammar. I’m dyslexic (and a writer, I know the irony) and struggle a lot with those things (numbers don’t like me either). Having spell check only helps to a certain extent, for example, I use the built-in spell check on this website for the blog posts, but I also copy and paste the text into a word document which offers additional changed before I post anything! So, having different pairs of human eyes to look over things for me is vital to get our product as accurate as possible.

Another thing to battle is feature creep. I am being very strict about finishing what we’ve started before considering any new additions. With the timeline I’ve calculated, the additions should be do-able, but I know to not let that take over the project and continue with what we’ve got so far.

I love writing, even with the constant difficulties I face when doing it, so it’s hard not to come up with added scenes and flavour to add into the main story! I can at least add it to my notebooks, so it exists, even if it’s not implemented in the game… or… just add it into the squeals!

 

ハンナ

Hannah K

Specialist Narrative Game Designer, also working in all other elements of Game Design.

https://www.linkedin.com/in/hannah-purnell-35b0b5179/
Previous
Previous

Marketing

Next
Next

‘Arting’