Is a branching storyline possible?
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Join Date: Dec 2007
06-04-2011, 08:39 AM
Make a huge area reach marker start invisible.
Put down 5 NPCs with dialogs.
Put down 8 things to "analize" (interact).
Put down 3 things to "collect" (Interact).
The Reach marker goes Visible if 8+3 things interacted, 5 NPC dialogs finished.
Then make a mission objective "Solve myster by collecting evidence, analizing objects and questioning witnesses." and attach it to the reach marker.
Alternatively, you can use a NPC or a console which spawns up, or become accessable after you are done with everything instead of the reach marker.
When you are done with everything, the reach marker goes online and advances the story.
You can even do an Fail ending if you use the "timer hack" good enough. If the timer goes off, then the suspect escaped.
Make a "Present evidence to captain." story element. Put down a reach marker around the captain NPC or something to make the player go to the captain.
Put down 2 hidden interact objects (like stones or something) under the captain.
One goes visible if the collect evidence part is done and goes invisible if the timer hit. This is the success branch.
The other starts invisible and goes visible if the timer hits and the evidence is collected. This is the fail branch.
Both are called "Present evidence" and only one or none of them is active at any given time.
So go there, present the evidence and the captain tells you that
- "Good work, I will send my guys to get the killer"
- "Good work, but the killer has just left the ship/station with a warp capable ship. We won't be able to get him now.
Then add an objective to interact with something or go somewhere to beam off/shuttle off which will signal the end of the mission.
This is just one way of many more to make a pretty dinamic mission. I admit that going down this path requires some nifty story telling to make sure the player doesn't get confused about what to do.