Difference between revisions of "Story System"

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| Game Start Event ||GAMESTART: 9 ||todo || yes
 
| Game Start Event ||GAMESTART: 9 ||todo || yes
 
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|}
 
 
== Code Format ==
 
[[File:NodeFormat.png]]
 
 
== Event Formats ==
 
There are two kinds of "events", there's player initiated events, and non-player initiated events (I guess kindof like cutscenes).
 
Player initiated events in the node format are "triggerEvents" and "eventsToComplete". The format is as follows:
 
*type: REQUIRED.  OBJECT : 0, LOCATION : 1, GLYPH : 2, PLAYER : 3.
 
* actionID: REQUIRED. basically this is what action is required to trigger the event, either the power or player location, etc.
 
* subject: OPTIONAL. This is any objects involved in the node (or characters)
 
** subject Type - this would be the object type (or character / miniglyph)
 
** subject state - for objects, for example in the sample node above, to complete the event, the tree state must be "destroyed" to complete the event.
 
* value: OPTIONAL. This would mostly be used for distance, and this is the maximum distance required to complete the event.
 
 
Non-player initiated events are "initEvents", "resolutions", and "failure". The format is as follows:
 
* type: REQUIRED. Speech, Effect, or Influence. Speech is a character speaking to the player via hud text. Influence is a change of influence as a result of the node. Effect could be anything else, like a world change, or something else.. I will implement functionality based on what kinds of nodes get written.
 
* subject: OPTIONAL. For speech, this would the character speaking
 
* value: REQUIRED. This is basically what happens. For speech it would be their message, for influence it would be the influence changes happening from the event.
 
 
== Guidelines ==
 
* Don't worry about specific power ids or code variables when writing nodes, just specify what powers / objects / characters are needed for the node
 
* Also don't worry about sticking too close to the format when thinking of ideas, just keep it in mind when writing nodes since it gives an idea of what is possible and what isn't with the system
 

Latest revision as of 19:42, 20 March 2015

Overview

Node Definition

Node whiteboard.jpg

StoryDB.png

+ Prerequisites

Trigger Events

Event Type Enum Name and Value Event Format Special Nodes Only?
Power Targeting Object OBJECT:0 todo no
Distance from player LOCATION: 1 todo no
Entity Power Change ENTITYPOWERCHANGE: 2 todo yes?
Power selected POWERSELECT: 3 todo yes
Power use (with or without target) POWER: 4 todo no
Conversation finished CONVERSATIONEND: 5 todo no
Influence reaches a value INFLUENCE: 6 todo yes
Essence Goal Queue Finished GOALSEND: 7 todo yes
Glyph State changes to a value GLYPHSTATE: 8 todo yes

Result Events

Event Type Enum Name and Value Event Format Special Nodes Only?
Conversation or Speech SPEECH:0 todo no
Change Glyph State EFFECT: 1 todo yes
Change Influence INFLUENCE: 2 todo no
Conversation Interrupted INTERRUPT: 3 todo no
Essence Goal(s) ESSENCE: 4 todo no
Energy Drop ENERGY: 5 todo no
Play Music MUSIC: 7 todo no
Game Start Event GAMESTART: 9 todo yes