Difference between revisions of "BuildingCampaigns/es"

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== Story First ==
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= Story First =
  
 
What separates a campaign from a single scenario is the ability to tell a story.  Consequently, what keeps people coming back for more is a good, interesting story mixed with good, interesting game play.  If you have a good idea of where the story of your campaign is going when you start, the little
 
What separates a campaign from a single scenario is the ability to tell a story.  Consequently, what keeps people coming back for more is a good, interesting story mixed with good, interesting game play.  If you have a good idea of where the story of your campaign is going when you start, the little

Revision as of 22:57, 27 November 2013

*NOTA: Esta página está en el proceso de creación. 

Campañas


En esta página se tratará de explicar cómo crear campañas, para luego ser utilizadas en La Batalla por Wesnoth.

Si ya posee una campaña y presenta dificultades para lograr que funcione, por favor vea la sección DebuggingCampaigns (está incompleta y necesita que la reescriban, pero aún así resulta útil).

Existen varios pasos para crear una campaña para un jugador en Wesnoth. Estos se cubren en las siguientes secciones:



Debido a que muchos aspirantes a ser desarrolladores de campañas encuentran la creación inicial de una campaña difícil, se está creando un tutorial paso-por-paso que abarcará la fase inicial del desarrollo de una campaña. El mismo debe incluir una campaña funcional que se pueda instalar y modificar de acuerdo al gusto de cualquier persona.

《A Simple Campaign》 por Anonymissimus, es un complemento creado para servir de ayuda a personas que estén comenzando a crear su primera campaña. Se puede bajar desde el servidor de complementos de Wesnoth.

A continuación, una colección de consejos para aquellos que aspiran a ser diseñadores de campañas, extraídos del foro de Wesnoth. Para profundizar más en detalles, por favor vea Campaign Design How-To.




Comience con algo manejable

Si se propone hacer una campaña épica que abarque toda la historia de Wesnoth, lo más probable es que se aburra o se frustre en el camino y se dé por vencido. Resulta más fácil comenzar con una pequeña historia y luego añadirle elementos que tomar una campaña completa y luego cortarla en pequeños pedazos.


Shade (autor de The Rise of Wesnoth) escribió:
«I started TRoW last April, even after it was scenario complete it was still eating all of my free time (Time not spent sleeping, at school / work, or with loved ones / friends) until mid-November... Even now there is still bugfixing and a couple of things I'd like to add... and keeping it up to date with the game engine and any new happenings on the WML front... so there is still quite a lot to keep you busy after you are done... The forums are littered with half finished epics... Before you commit to an epic think long and hard. I don't want to discourage you too much... But it is a lot of 'work' (& fun).»


Story First

What separates a campaign from a single scenario is the ability to tell a story. Consequently, what keeps people coming back for more is a good, interesting story mixed with good, interesting game play. If you have a good idea of where the story of your campaign is going when you start, the little pieces will fall into place much more easily. After all, it worked for Pixar!

Scott (author of Liberty, the outlaw campaign) wrote:
"Here is how I wrote Liberty:
  1. Write a rough story and plot
  2. Decide how many scenarios you want to have
  3. Divide the story between the scenarios so you can decide what will happen in each scenario:
    • Where are you?
    • Who are you fighting and why?
    • What do you have to do in this scenario?
    • Where does the hero want to go next?
  4. Decide on the "hook" for each scenario. There are a lot of different possible setups for scenarios, and if you want to avoid the boring repetition of "Kill the 2 enemy leaders" you can list interesting combinations of enemies, allies, shroud/fog, day/night effects, recruiting and terrain situations, etc. and pick a good mix to keep the combat interesting and fun.
All of this has happened without doing any WML, but now you have enough to start coding."

The Campaign Design How-To has much more to say about this storyboarding phase of the process.