by pappou » Sat Apr 19, 2008 10:37 pm
Groath, i take exception with this canonical view of starting an age. I will never be anything but a noob in the camp of Blender age writing, so i guess i think differently.
However, to my mind, it just makes sense to start at the beginning, not at the point where you want to enter your age into Blender. First you have a story to tell. [If not, why are you worried about starting an age?]
Composition teachers normally suggest if you have a story to tell, you should begin by outlining that story. I think this makes some sense, as long as you don't get carried away with it and turn outlining into writing too quickly.
Then i think you should do a quick plan – a site plan – of where all the parts and pieces go. In GoW age writing, this seems to be mostly overlooked, i think, because 'programmers' tend to think linearly, not spatially. But it could be a most essential tool for age writing: Having a plan of spaces as well an outline of events makes the Writer far more aware of what he/she is doing then trying to keep all this in the memory. It just does not work well that way.
To do serious age writing, i think the next stage is combining the verbal outline with the visual site plan by constructing story boards. Story boards are outlines too, but essential in laying out the direction of visual work – especially so in producing ages.
And THEN, i believe, it is time to start putting the big special events into Blender. This gives you a sense of the 3D impact of certain highlights and will inevitably adjust your previous linear thinking. Somewhere about this point is where i think the GoW Wiki instructions pick up.
Your question, Groath, was, 'how to make an age'. As I said, Start at the beginning; not with Blender. But if you have all your ducks lined up, then maybe you ARE ready for Blender. If so, i can't help you. But if you need help with above pre Blender work, let me know.
pappou