Multiple storyline options
View Single Post
Join Date: Jan 2013
02-04-2013, 03:47 PM
Originally Posted by
That is easy. Granted you want to go from space to space and not from ground to space.
- Select the custom space map.
- Set up the map elements.
- Set up a "Warp out" point (invisible object).
- Set up a map dialog with the choices.
- You make the decision and fly to the warp out point.
Eg: Helm, set course for system B. Aye sir, course laid in, warp engines coming online.
- You assign a map dialog (eg: Warp drive engaged, sir!) to the interaction with the warp out point. The warp out point interact can be part of the storyboard) Also set the animation to warp out for immersion.
Here comes the trick:
You create system A, B and C on the same map! All the object start with "Hidden" state, but they are all there.
For system A, the Hidden -> Visible triggers are: Dialog prompt reached "Go to system A..." and dialog prompt reached "Warp drive engaged, sir!".
For system B, the Hidden -> Visible triggers are: Dialog prompt reached "Go to system B..." and dialog prompt reached "Warp drive engaged, sir!".
For system C, the Hidden -> Visible triggers are: Dialog prompt reached "Go to system C..." and dialog prompt reached "Warp drive engaged, sir!".
Basically your choice spawns up a different system on the same map.
You will still need to hide the "origin" system, so set every object there triggered visible -> hidden with the dialog prompt reached "Warp drive engaged, sir!"
The whole thing is very seamless.
Now you will need to do exactly the same thing on each "different" system if you want use the storyboard.
For example you may set up 3 invisible objects as "Point Of Interest" interacts. On the storyboard, you can add something like "Explore the system!"
For each interacts, assign 1 map dialog.
Say in system A, POI1 is a derelict ship to survey. In system B it is an energy signature to scan. In system C it is an asteroid to mine.
You fly near and interact by say "Request report". Science comes up and states, "Starting process...". Now based on the earlier decision, the "Continue" button may bring up one of 3 different dialog branches.
If dialog prompt "Go to system A..." reached then the officer may follow like: "Extensive antiproton damage on the hull, no survivors. Captain, enemy ships approaching..." Ships arrive right on top of you. You have no choice but to kill them, but they are otherwise not part of the storyboard.
If dialog prompt "Go to system B..." reached then the officer may follow like: "Class 2 barion distortion, we should say clear..."
If dialog prompt "Go to system C..." reached then the officer may follow like: "Reading high concentration of uridion inside the asteroid. Shall we engage mining beam?..."
Same goes for POI2 and POI3. So storyboard wise, you did the same thing (3 interacts) but the player experienced something different.
If you are desperate, you can do a planetfall where one single ground map can act like 3 different ground maps, but that is really, really tricky to pull off. Once I had a mission, where you either landed on a barren moon OR on a lush tropical planet based on your decision, so it can be done if you want to.
Last edited by pendra3780; 02-04-2013 at