Difference between revisions of "Design Documents"
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== Al Lowe == | == Al Lowe == | ||
− | <blockquote>''Over the years I've had many requests from newcomers to the gamedesign field to share what I know about adventure game design. So here's a rough lesson for those who want to spend some time studying: you can see the actual game design document for some of my games. (I would share the designs for the other games, but I can't seem to find them in a format readable by today's word processors.) | + | <blockquote>''Over the years I've had many requests from newcomers to the gamedesign field to share what I know about adventure game design. So here's a rough lesson for those who want to spend some time studying: you can see the actual game design document for some of my games. (I would share the designs for the other games, but I can't seem to find them in a format readable by today's word processors.)'' |
− | At some point during the development process, I stopped updating the design document as changes were made and we just made the changes directly into the code. | + | ''At some point during the development process, I stopped updating the design document as changes were made and we just made the changes directly into the code.'' |
− | You won't find any dialogue here. I always waited to create that directly in Sierra's "Message Editor," an in-house editor that allowed me to edit game text, conversations, descriptions, etc. while the game was being programmed. It was a wonderfully interactive way to create dialog.'' | + | ''You won't find any dialogue here. I always waited to create that directly in Sierra's "Message Editor," an in-house editor that allowed me to edit game text, conversations, descriptions, etc. while the game was being programmed. It was a wonderfully interactive way to create dialog.'' |
<blockquote><div align="right">-- Al Lowe</div></blockquote></blockquote> | <blockquote><div align="right">-- Al Lowe</div></blockquote></blockquote> |
Revision as of 23:32, 13 December 2013
Al Lowe
Over the years I've had many requests from newcomers to the gamedesign field to share what I know about adventure game design. So here's a rough lesson for those who want to spend some time studying: you can see the actual game design document for some of my games. (I would share the designs for the other games, but I can't seem to find them in a format readable by today's word processors.)
At some point during the development process, I stopped updating the design document as changes were made and we just made the changes directly into the code.
You won't find any dialogue here. I always waited to create that directly in Sierra's "Message Editor," an in-house editor that allowed me to edit game text, conversations, descriptions, etc. while the game was being programmed. It was a wonderfully interactive way to create dialog.
-- Al Lowe
- Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work (1991)
- Freddy Pharkas, Frontier Pharmacist (1992)
- Leisure Suit Larry 6: Shape Up or Slip Out! (1993)
- Torin's Passage, (1994)
- Leisure Suit Larry 7: Love for Sail! (1996)
- Leisure Suit Larry's Casino (1998)