Setting up a project
This track is for the person who sets a project up so writers can work in it: usually a developer or technical narrative lead, not the writers themselves. You define the shape of the world once: the variables the story can read and write, the data your game needs back, the languages you’ll ship, and how the team works together. After that, writers live in Patterpad’s writing surface and never have to touch any of it.
If you’re a writer, you can skip this section: your lead has done it. Head to Writing in Patterpad.
What you’ll configure
Section titled “What you’ll configure”Most of this lives in Project Settings (⌘,): see the
settings reference for a tab-by-tab reference. The
task pages here explain why you’d set each thing up and how it affects writers:
- The data model: the
@patter/@scene/@worldproperties the story reads and writes, and the Game Data your game reads back off each beat. → Properties & game data - Cast: the character roster, with display names that can be translated. → Cast
- Languages & translation: the languages you’ll ship in and the export/import round-trip that keeps writers on the source language. → Languages & translation
- Version control: git, Perforce, Plastic, or SVN, so the team never overwrites each other’s work. → Version control
- Building & shipping: compiling the project to the
.pattercbundle your game loads, and choosing how translated text travels. → Building & shipping
Creating the project
Section titled “Creating the project”File ▸ New Project… sets up a fresh project: you pick a name, a location on disk, and a version-control system up front (you can change it later). Patterpad writes the project folder and opens it. From there, work through the five areas above before (or alongside) handing it to writers.
A sensible setup order
Section titled “A sensible setup order”There’s no hard sequence, but this order tends to flow:
- Declare your properties (
@patter,@scene) and any@worldvalues your game owns, so conditions are checked from the first scene. - Define Game Data for the beats your game needs cues from (say, an emotion on lines, a sound-effect id on game events).
- Add the cast (or let writers add characters as they go: they join the roster automatically).
- Add your languages if you’re shipping more than one.
- Pick the version-control system and bring the team in.
- Set the build output and localisation mode, then build a bundle to hand to your engine.
Everything you set up here shapes the editor and the finished bundle, but the writers only ever see the parts they need: a field to fill in, a property to test against. They can’t break the model, and they never see the plumbing.
MIT-licensed open source · Made by Ian Thomas · patterkit.com