CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • Resources:
  • Hero's Journey
  • Story Generator Ideas
  • Unity Tutorials:
  • Other Resources
  • CYOA - Templates
  • Adventure Games - Articles

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  1. Project 2 - StateManager
  2. Project 2 - Learning Objectives
  3. Inspiration

Visual Novel in Unity-Links

PreviousHero's JourneyNextProject 2 - Starter Assets

Last updated 4 years ago

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Planning Your Adventure Game: 1. Identify story's main character and high-level story plot 2. Identify a minimum of 5 major scenes in the plot 3. Identify plot-decision points in each scene that will cause transitions to new scenes 4. Find assets for main scenes - background, etc. 5. Define introductory narrative or dialog for Scene1 that provides the player with their first decision to change scenes.

Resources:

Examples of Story-Structure Diagrams:

- Plot-Based or Character-Based

Hero's Journey

[Summary from Myth and the Movie -Christopher Vogler]()

Story Generator Ideas

  • Rule #14 — Why must you tell THIS story? What’s the belief burning within you that your story feeds off of? That’s the heart of it.

  • Rule #1 — You admire a character for trying, more than for their successes.

  • Rule #16 — What- are the stakes? Give us reason to root for the character. What happens if they don’t succeed? Stack the odds against.

  • Rule #15 — If you were your character, in this situation, how would you feel? Honesty lends credibility to unbelievable situations.

  • Rule #4 — Once upon a time there was . Every day, . One day . Because of that, . Because of that, . Until finally .

  • Rule #12 — Discount the first thing that comes to mind. And the 2nd, 3rd, 4th, 5th — get the obvious out of the way. Surprise yourself.

  • Rule #7 — Come up with your ending before you figure out your middle. Seriously. Endings are hard, get yours working up front.

Unity Tutorials:

Other Resources

CYOA - Templates

Adventure Games - Articles

Rules for Story-Telling:

IngridSundbert – Blog Series – Organic Architecture
IngridSundbert-Pintrest:
John Parise - Story Structures:
Basics of Story Design: Story Worksheet:
Michaela Banks - Safe Passage Diagram
What is Visual Novel - Cloudnovel
How to Plan the Structure of Your Visual Novel
Designing Branching Narrative
Standard Patterns in Choice-Based Games
http://www.tlu.ee/~rajaleid/montaazh/Hero's Journey Arch.pdf
Pixar, Emily Coats:
Pixar: 6 Rules of StoryTelling
How to make a Visual Novel in Unity HappieCat
How to create a Dialog System in Unity - [Brackeys]
Emoji Story Prompts
Create-Your-Own Story Ideas
Branched Learning Scenarios
Character Development Discussion
Creating Atmosphere
HerStory
Narrative Structure
Game Design Concepts - ch1
Critical Vocabulary for Games - Costikyan