This may sound like a pretty easy question but I've never done this.
How do I create an optional objective? Or optional interaction?
For example:
You are walking down a hallway of a derelict ship and come across a dead body. Is there a way to have an option of "checking the body" to make sure the person is dead even though it's not really part of the main objectives?
Obviously this is just a generic example but I can honestly say I've never put in optional objectives because I don't know how. I think they can add more realism to missions because it gives a player more freedom and choices, giving more of a feeling of an open-world environment.
As always, any help is greatly appreciated. Thank you.
[SIGPIC][/SIGPIC] "The time has come to see the world as it is." - Captain James T. Kirk Twitter - @SDVargo
Another trick is to place enemy mobs on the map but not tie them to a kill objective, thereby giving the player the choice to engage or evade. This is used very successfully in "A Time to Search" and "Syndicate Extraction".
EDIT: You can even tie "Component Completed" triggers to mob groups to create different effects based on whether the player took the stealth option.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
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"The time has come to see the world as it is." - Captain James T. Kirk
Twitter - @SDVargo
EDIT: You can even tie "Component Completed" triggers to mob groups to create different effects based on whether the player took the stealth option.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
"The time has come to see the world as it is." - Captain James T. Kirk
Twitter - @SDVargo