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Excel as a Game Design tool
I have heard that "Excel is to game designers what Microsoft Visual
Studio is to programmers" -- and as a relative newbie, I'd like to learn howso. One common thing in game design is branching and recombining plots (or story elements). I can break up the plot into least-units, and put each unit in a cell. But beyond that, how can Excel help with this? My problem is that sure, I know what I know, but I can't imagine what I don't know. So for example, I know I can color the "key plot element" cells, then sort them by color so I can see all the "key plot element" cells together. But I don't know how to use Excel as a plot-analysis tool. "How will a given design play?" and "where are the stubs in the story?" Should I somehow flag certain cells with a set of keywords, then write a macro which automatically re-orders the cells in an instructive way? Is this the sort of thing that "Excel is to game designers" means? I think maybe I'm missing something simpler. Another problem: inventory being a primary way of solving puzzles, the idea apparently would be to use Excel to track the puzzle-solutions a player may have available (pick-up-able) and ready (in inventory). Can I associate plot points with game-objects which become available at that point? Then, can I pick a plot point and get a list of all the game-objects available at that point? (Corollary: can a plot point remove an item from the list of available objects?) I'm sort of wandering in the dark here. Not sure what questions to ask. Of course I looked all over online, but discovered nothing apparently interesting. If you have any general pointers on this topic, I'd love to hear! |
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