Re: Showcase Thread
Posted: Fri 9. Jun 2017, 20:54
I start !
I add in attachment a screenshot of a project I am working on.
To explain the way I control the flow. Articy is not Event based so it's difficult to handle that but I find maybe a trick.
The game is a Sim's like.
the start (on the left) is just the entrance of a dialog node.
The black flow Fragment is an "Action" (no data added). the reference inside the action is a location and a character. in fact, it a way to tell the programmer to start the flow (validate the branch) if the 2 elements are happening in the game (the player is in the good place and talk to the good character). I add the Mobile call as a location, also the internet use in the game. it's easier to handle that.
the red flow fragment is an "Intervention" (delay time and max time to do the flow added). It's a way to tell the developer : don't care what the player is doing, force the situation to happened. so I can force to teleport the player to a place, or receive a call from a NPC (location : mobile, character: bob). the delay data let the player some times before forcing the situation. for exemple, get a object in his/her inventory before meet a new friend in the street.
the yellow flow fragment are dialog.
the purple flow fragment is a "Card". it's way to give a Choice Talk Panel, like every Skyrim or Mass effect dialogue.
the gold flow fragment is specific to my game. It's way to change the Emotion State of the player.
All the node here are just a simple discussion with a friend of the player.
I keep asking my self how to handle Secondary Quest as a parallel flow of the main one.
Hope my work will help some of you.
Arnaud
I add in attachment a screenshot of a project I am working on.
To explain the way I control the flow. Articy is not Event based so it's difficult to handle that but I find maybe a trick.
The game is a Sim's like.
the start (on the left) is just the entrance of a dialog node.
The black flow Fragment is an "Action" (no data added). the reference inside the action is a location and a character. in fact, it a way to tell the programmer to start the flow (validate the branch) if the 2 elements are happening in the game (the player is in the good place and talk to the good character). I add the Mobile call as a location, also the internet use in the game. it's easier to handle that.
the red flow fragment is an "Intervention" (delay time and max time to do the flow added). It's a way to tell the developer : don't care what the player is doing, force the situation to happened. so I can force to teleport the player to a place, or receive a call from a NPC (location : mobile, character: bob). the delay data let the player some times before forcing the situation. for exemple, get a object in his/her inventory before meet a new friend in the street.
the yellow flow fragment are dialog.
the purple flow fragment is a "Card". it's way to give a Choice Talk Panel, like every Skyrim or Mass effect dialogue.
the gold flow fragment is specific to my game. It's way to change the Emotion State of the player.
All the node here are just a simple discussion with a friend of the player.
I keep asking my self how to handle Secondary Quest as a parallel flow of the main one.
Hope my work will help some of you.
Arnaud