Difference between revisions of "Design Documents"

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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.''
  
<div align="right">-- Al Lowe</div>
+
<blockquote><div align="right">-- Al Lowe</div></blockquote>
  
  

Revision as of 23:31, 13 December 2013

Design Documents

 

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)