Modules

AESOP Storyteller's Guide
[AESOP Documentation]

This guide is for Storytellers who want to create games. More...

Collaboration diagram for AESOP Storyteller's Guide:

Modules

 Tools
 

These are tools built with the AESOP libraries.



Detailed Description

This guide is for Storytellers who want to create games.


Target Audience: Anyone who wants to build a game.

Purpose of this Storyteller's Guide: To describe how to create your own games using the AESOP framework, and to provide examples to follow.


A storyteller is someone who intends to build a real game from the framework. I call game builders "storytellers" because the intention of the framework is to support rich interactive stories.

The end goal of a storyteller is the creation of downloadable packages:

  1. Client package(s). This is the package that end users will install on their local machine to actually play the game and interact with the story.
  2. Server package(s). This is the package that a group of users will download and run on a single server. Then they'll connect their clients to that running server.

Using the AESOP framework, creating a game is actually a content assembly process that looks roughly like this:

  1. The storyteller determines the story they'd like to tell.
  2. The storyteller gathers all of the assets necessary to tell the story. These are things like 3D models, AI code, physics models, etc.
  3. The storyteller creates rich Map objects that contain their game objects, and contain triggers and other elements to allow the players to progress in the game (or not!).
  4. The storyteller finds the correct client and server binaries to distribute with the game. In many cases, a storyteller will be able to use the reference client and server binaries that come with the AESOP framework. But other storytellers may need to create their own customer binaries, or add custom behavior. If so, see the AESOP Developer's Guide .
  5. The storyteller tests their game. The AESOP framework is built to be robust and has extensive unit tests. But storytellers will need to test all of the game elements they've created, to make sure players won't get stuck.
  6. The storyteller packages up the content (3D models, AI, physics models, textures, sounds, maps) and binaries (server, client) into multiple packages. Typically a storyteller will need a server package per operating system they intend to support for the server, and a client package per operating system they intend to support for a client.
  7. The storyteller makes the packages available for download.

Then people can start playing the game!