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Tracking & reports

Once the writers are drafting, this is where you see how much is done and what’s left, catch content players can never reach, and turn the project into the reports and scripts other people need. Writers set each line’s writing status as they go; here it rolls up into numbers you can plan with.

Writing status feeds Production ▸ Production Information (and the exported report): each scene’s line counts broken down by stage, plus how many voiced lines have crossed the “ready to record” and “ready to ship” thresholds. Since game event beats aren’t tracked, they never skew those totals: the numbers reflect only the lines actually written and (if you like) voiced.

Where the report gives you the counts, status search gives you the lines: open Review ▸ Find Lines by Status… (or switch the search window to its Writing mode) to list and jump straight to every line at a given stage. It’s the quick way to pull up “everything still at stub” and work through it.

Every scene also has a status: the stage of its lowest beat, its weakest link (an unset beat counts as the lowest). The report shows each scene’s status and counts how many scenes sit at each stage, so you can see at a glance which are furthest from done.

Rollups tell you how much is written; coverage testing tells you how much is reachable. Review ▸ Run Coverage Test… plays the story through many times, flags content no player can reach and choices that run dry, and drives branches gated on values only your game sets. It has its own page: Coverage testing.

The Production menu turns the project into the artifacts other people need:

  • Production Information…: a report you can read but not edit: word and line counts, writing status by beat and by scene, branching, recording coverage (when audio tracking is on), and a lines-to-write burndown. Turn on Estimating to size unwritten scenes by a guess instead of their placeholder lines.
  • Export Production Info…: that same report as an .xlsx spreadsheet.
  • Export Voice Script…: a recording script for voice actors, either every voiced line or only those marked ready to record. Once takes come back, drop them into folders by status and Patterpad reads each line’s recording status from the files: see Audio & recording.
  • Export / Import Localisation…: hand your text out for translation and fold it back in; covered under Projects & settings and Localisation.
The Production information report: headline cards for written lines, voiced lines, choices, ready to record and ready to ship, above coloured bar breakdowns of writing status, scene status and recording status, with an Export to spreadsheet button.
The Production Information report. Headline cards summarise written and voiced lines, choices, and how much has crossed the record / ship thresholds; the bars below break the project down by writing, scene, and recording status. Export to spreadsheet writes the same figures as .xlsx.

The “share with anyone” outputs live in the Publish menu instead:

  • Publish ▸ Publish Readable Script…: a screenplay of the whole story (dialogue, narration, choices, jumps) as a PDF or Word (.docx), the document to hand someone who just wants to read it. → Building & shipping.
  • Publish ▸ Publish Playable HTML…: a single .html file that plays the whole story in any browser, offline, with nothing to install. Hand one file to a stakeholder. → Building & shipping.

By default the report counts the lines actually in each scene. That flatters scenes you’ve only stubbed: a scene you’ve sketched as a couple of placeholder lines looks nearly done, when it will really grow to dozens. Estimating swaps an unwritten scene’s line count for a guess, so the burndown shows the work still ahead.

Turn it on in Project Settings ▸ Estimating (off by default; while it’s off, the report shows plain actuals and no estimate appears anywhere).

Which scenes get estimated. Only a scene where every beat sits at or below the “Estimate scenes up to status” stage (by default the lowest, stub). The moment any beat climbs past that stage, the scene counts as started and goes back to real numbers. So the rhythm is simple: stub a scene with a few placeholder lines, and it stays estimated until you actually start drafting it.

How big the guess is. Each estimated scene uses the Default estimate (lines), unless it carries a tag you’ve given a number to in the tag list, in which case that number wins. If a scene has several such tags, the largest wins. Tag scenes cutscene or conversation to size them by type.

By character. Assign your placeholder lines to the characters you expect in the scene, and the guess is split between them in proportion (narration and speaker-less lines pool as an “unattributed” share). A scene estimated at 20 lines with two BARKEEP placeholders, one GUARD, and one line of narration comes out BARKEEP 10, GUARD 5, unattributed 5, feeding the per-character counts in the report.

In the report. Estimated scenes are marked (est.) and their figures are projections, not actuals; the word counts come from your project’s real average words-per-line. None of this touches the story itself; it’s only there to help you plan.

MIT-licensed open source · Made by · patterkit.com