Original post by Lord_Polo There is no standard for proper writing of code. There is however, a recommendation from everyone that you make your code as fast as possible so that it does not take up resources that it doesn't need to. EG, rather then writing a section of code over and over in different areas of your code, you could put it in a function or class accessible to all other functions.
This forum is about writing the text for the story that appears within a game, not about writing the code.
I'm sure developers have their own preferences when it comes to format. I believe a template for a video game should have a number of topic covered in the story such as The basic plot, who the hero or main character is and some interpretive writing explaining what kind of game it is and an explanation relating the game mechanics to the storyline. For a personal project i think it's wise to develop a sort of personal template so you can organize your story onto a time-line that flows with the game's structure. The Gamedev forums have a required template for any and all posts relating to game ideas, perhaps you can use that one to get you started?
I'm sure developers have their own preferences when it comes to format. I believe a template for a video game should have a number of topic covered in the story such as The basic plot, who the hero or main character is and some interpretive writing explaining what kind of game it is and an explanation relating the game mechanics to the storyline. For a personal project i think it's wise to develop a sort of personal template so you can organize your story onto a time-line that flows with the game's structure. The Gamedev forums have a required template for any and all posts relating to game ideas, perhaps you can use that one to get you started?
When developing a story for a game, I like to use the Blake Snyder Beat Sheet, from his book "Save The Cat!". It's a book intended to teach screenplay writing and structure, but getting down that initial bone structure of your story is essential to any medium in my opinion.
Here is the Beat Sheet Template (some hold more weight with video games than others):
1. Opening Image: 2. Theme Stated: 3. Set-up: 4. Catalyst: 5. Debate: 6. Break into Two: 7. B Story: 8. Fun and Games: 9. Midpoint: 10. Bad Guys Close In: 11. All Is Lost: 12. Dark Night of the Soul: 13. Finale: 14. Final Image:
Opening Image: Gives the audience the mood of the game and allows us to see the main character before they embark on the journey that is the rest of the story.
Theme Stated: Stated early in the script, this let's the audience know what the story is ABOUT.. sort of the moral lesson. This applies more to movies than games because most games' theme is 'save the world because you're the only badass that can' or something to that extent.
Set-up: This is exactly what it sounds like; it sets up the story, hero, and villain. I like to think of this as the first 'trial mission' in a game. Where you first are learning the mechanics and what your character is all about. The best example I can think of off the top of my head is the Great Deku Tree in The Legend of Zelda: The Ocarina of Time. (and the rest of the Kokiri Forest).
Catalyst: The Catalyst is what gets the ball rolling. As Mr. Snyder puts it "In the set-up you,...,have told us what the world is like and now in the catalyst moment you knock it all down. Boom!" Something needs to happen in this moment that creates a problem for your hero to solve. Think Saren killing Nihlus and subsequently Shepard becoming a spectre.
Debate: This is where your hero questions their own ability or the possibility of the task at hand. From my experience, this isn't emphasized very heavily in games, but I'm sure that it's been done. Nobody really wants to sit around and watch your character question their own ability! They want to feel powerful! But in certain situations, I can see it fitting in nicely.
Break Into Two This is where we leave the world of Act 1 and jump into Act 2. For films, this transition must be made by the protagonist. He can't be dragged kicking and screaming into act 2, the choice to save the princess must be his, and I believe this is important in games as well.
B Story: This is the "love" story. This gives us a place to further discuss the theme of the story as well as gives the audience a break from the main conflict.
Fun and Games: This is where the main premise of your story is covered. This is all about having fun until the stakes are raised again at the mid-point. Here we get to enjoy being in the world of Act 2. Think Spider-Man 1 where peter first gets his powers and gets to practice swinging from roof tops.
Midpoint: This is what separates the two halves of the story (duh). The stakes are raised and your hero either has a false victory, where everything seems peachy, or a false defeat where it seems it can't get any worse. Either way this is where the fun stops and the story gets back on track.
Bad Guys Close In: Just when it seems like your hero has beaten the worst of the baddies at the midpoint (or vice versa), the bad guys send in the big guns. This section is all about leading up to the "All Is Lost" moment.
All Is Lost: This is the inverse of the Midpoint. If your midpoint is a false high, this is where everything seems hopeless. The bad guys have closed in, crushed your team and now it looks like you're never going to save the world.
Dark Night of the Soul: Your hero is battered, beaten, and just about to admit defeat. It is only then that that one shining last brilliant idea must come to the rescue and give them one more shot to save the world.
Break Into Three: And that last brilliant idea pushes your story into Act 3! This is a combination world of both acts 1 & 2, tying everything together into a nice neat bow. There's only one thing left to do at this point...
Finale: The showdown with the big bad boss. Your hero must use the knowledge they have learned from both previous acts and the B story in tandem to take down the final conflict of the story (aka Gannon and the mirror shield :P). Another example would be from Mass Effect 1 with the strike on the citadel/fight with Saren and Sovereign. (Mass 2's ending was somewhat less cinematic and climatic for me, which I won't spoil for anyone who hasn't played it yet.)
Final Image: This is the opposite of the opening image as final proof that there has been a change through out the story. Applies more to movies, but it's still something to think about.
Again, this is meant for structuring screenplays, but I believe it can just as effectively lay down the foundation for a game story. I did my best to briefly summarize all of the points, but if you'd like more detail pick up the late Blake Snyder's "Save The Cat!". I highly recommend it, and hey, you'll learn something!
*If you notice anything that makes sense in this post and I'll correct it. I'm posting this at 1 am so my brain is a bit tired! :P