I'm not extremely familiar with the Foundry just yet, but one thing I have noticed (or am missing?) is the lack of 'Or' functions in a lot of places. I'm posting this because, just maybe, I'm missing a sort of option to make side-by-side objects an 'Or' objective instead of 'And' so that the player has to choose between the 2+ options presented in order to progress. Also on components like NPCs or Objects for the disappear or appear functions, is it possible to set 'Or' on the objectives rather than 'And' where it requires all of the following components to be achieved in order to fire?
If this is not the case, is there a way to "fail" an objective to stop that branch from progressing and only allow the other one(s) to continue?
I hope I'm making myself clear here. Here's an image to sort of help describe the issue I'm having.
I don't want both of those branches to be required, only one of them.
Comments
Try this video: http://www.youtube.com/watch?v=2rqnwZBn67o
It certainly helped me.
There are ways to compensate for the lack of OR.
So here's what I'd do in your case. I wouldn't make those official story objectives. Rather, I would give the next objective as "get the key" instead of "talk to him or him". Then I would state in the originating dialogue, that you must first speak with either him or him.
Then I would set the 'or' dialogues on the map instead of through the story board. I would put each NPC set to disappear when the OTHER npc 'component' was complete. I would set each NPC to disappear at the final branch of their own dialogue. Which means you need some kind of 'last' throw-away dialogue, like "Joe goes back to what he was doing". Both Joe and Billy disappear at that point so that the player can't just go off the other direction... they chose their path and now they are committed.
What you have to do is just make sure that both directions give a path back to the "main" next objective.
For example, I have a section where you choose puzzle OR combat. If you choose puzzle, you unlock the locked door between you and the next objective. If you choose combat, you arrive at a teleporter that takes you BEHIND that same door (and another teleporter suspended in the air takes you OUT of that area later as a one-way porter 'cheat' that some of us have learned to create).
Pick your side, take a stand, save--or kill--your former allies.
Is there any written tutorials on how to create this 'or' logic type of stuff?
Nimmanu's post above describes it well.
Basically you build the "OR" logic outside the main story line. There are plenty of ways to do it, mostly taking advantage of hiding and showing certain NPCs/objects based on certain criteria.
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
Seeing as though the Foundry is a very big part of the Neverwinter game, it's difficult to see them -not- doing any improvements but then again from what I've seen there isn't a whole lot of communication from the devs to the players. Hopefully I'm wrong here.