View Single Post
Join Date: Jun 2012
Posts: 522
# 3
02-26-2013, 01:42 PM
Here is an example:

*Character Bob is on the map and does not have anything to do with the main mission objectives.

*Under bob there are 3 martini glasses used as interaction objects FOR bob.

*The 1st is present from the start; Bob asks you to talk to Steve and get him to agree to something.

*The player may now go to Steve who has a map-placed dialogue tree that is activated by martini glass 1 from Bob.

*You talk to Steve and he agrees or not based upon player choices.

*If Steve agrees, martini glass 2 (success) is activated under Bob and you can report back to him that you did it and he tells you how awesome you are.

*If Steve refuses, martini glass 3 (failure) is activated and bob tells the player that he is an idiot.

You can also tie these results into the main story line by having Bob give you useful information about how to find a contact, etc.