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Multiple Plot Lines

How would I incorporate different story paths at the same time. I want to have multiple ways of completing a certain spot. Could I use this to incorporate a ship going to one Star system by doing one option or go to a different star system for another.

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  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited December 2015
    Short answer: you can't really have optional objectives or branching mission paths. Mission objectives follow a linear pathway except when you place two objectives together at the same spot in the flow (in which case both need to be completed before moving on.)

    Long answer: you can have optional objectives and branching mission paths using complicated sets of item/npc spawns and despawns tied to dialog options placed on the map (ie. not included with the mission flow chart). However, this is a complicated process and not something I'd recommend for people just trying to get a handle of the foundry. Certainly feel free to experiment but even with 3 finished missions under my belt (all well received) I would not attempt to let players chose which star system to visit. It's not impossible but you are going to have to make a lot of compromises to fit each available section within a single map (compared to just building out each system independently, without having to worry about layered sets of dialog triggers.).

    For example, you could have a pop-up window placed on the map where a helmsman asks what course to set. You can have a different planet spawn for each option. That's straight forward. What isn't is keeping up a consistent mission narrative after that because from that point on your stuck either with layers and layers of triggered dependencies (none of which will be recorded in the mission log) or general purpose mission objectives that don't account for any differences in chosen location (in which case why bother with the complication?) You'd also be stuck with a single backdrop for all branching locations (which may lock you into a single visual tone that may not be appropriate for everything what you want to do.)


    For more help, I'd look to Foundry Roundtable demo tutorials (which are generally at the end of the episode) as they usually involve these kinds of problems (not the exact problem, as far as I know, but its useful to see how these systems work). Personally, I'd shelve the pick-a-system idea for a future mission (ie. when you have more experience) and focus now on other aspects of mission creation with perhaps one or two small scale branching/optional scenarios to ease you into the mechanics.
    Post edited by duncanidaho11 on
    Bipedal mammal and senior Foundry author.
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  • klytemnestra1klytemnestra1 Member Posts: 40 Arc User
    Actually, it is really easy to do multiple dialogs in the Foundry in a non-linear style. It is just hard to explain it to people in a written forum. It is easier to show in a demonstration.
    [SIGPIC][/SIGPIC]
  • wombat140wombat140 Member Posts: 971 Arc User
    Yes, but what the OP is after isn't branching dialogs, it's branching destinations, i.e. have the option to go to one planet or to another. Something the Foundry doesn't really do.
  • johnnysnowballjohnnysnowball Member Posts: 399 Arc User
    edited February 2016
    Well, it wouldn't be too difficult to create 2 different systems on one map and make different objects and 'out of story' optional objectives that appear when either destination is chosen and then have those paths unlock the ability to reach the actual story objective to depart to the next non-optional map. kinda thing.

    E.G. (on ground maps) i might have 3 optional paths and completing each path drops an invisible wall. so there are 3 invisible walls blocking the final mission objective and each path will drop 1 wall allowing you to progress. Invisible walls are more complicated in space but it should be doable in some way with experimentation. maybe have an invisifloor on top, and invisifloor below, and walls around. one path drops the walls, another path drops the top/bottom. soon as any of these drop proximity will allow interaction.
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