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Posted 2004-03-29, 01:33 PM
in reply to Chruser's post starting "I guess you could use a variable and..."
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Yeah, basically that's it. A main story is usually linear (if it's not, switches can be used to branch it), so it's really not too difficult to set up.
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Some Principles Of Variable-Driven Storylines
1. You should have a "story map" so you can set up any major changes to the game world.
2. Subquests don't affect the rest of the game world. If it's major enough to do so, consider putting that as part of the main quest.
3. Even if you get a key item to advance the story, RELY ON THE STORY VARIABLE.
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Example "Map", 5 steps. Story advancing is shown in Yellow.
Intro starts, sets StoryVar to #1 so it doesn't play again.
Hero Town
#1- Mom tells you to go see the mayor, all other people talk randomly about their day. Talking to Mayor sets #2 and explains about the Big Old Dragon in Evil Cave.. you have to kill it!
#2 - Mom worries about you, other townspeople give you stuff
#3 - Mom says "Nice work on that dragon!", other townspeople call you a hero. Mayor tells you to go save his brother in Other Town, and sets #4.
#4 - Mom worries again, gives you money. Other townspeople tell you to watch out for more monsters. (Even though you just fought/killed a dragon)
#5 - Townspeople aren't particularly impressed. Mom yells at you to clean up the rats in HER basement, you ungrateful kid you.
Evil Cave
#1 - Can't enter, there's a guard that demands permission from the mayor
#2 - You can go in. Fighting the dragon sets #3.
#3 - Dragon is dead, tourists are running about.
NO OTHER EVENTS
Other Town
#1 - Townspeople wonder just what the heck you're doing there. Mayor is in a meeting or something.
#2 - Same as #1
#3 - They like the fact that you've killed the dragon. Mayor is still in yet another meeting.
#4 - Townspeople offer to help. Mayor gives you the Cool Sword and makes you fight the rats in his basment, which activates #5.
#5 - You are known as the "exterminator". Townspeople offer random jobs for money.
Last edited by BlueCube; 2004-03-29 at 01:36 PM.
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