How to build things with StoryNexus
Overlap between Areas and Settings
 Gadget Girl Posts: 12
7/11/2014
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I have a question about using Areas and Settings. The game I'm working on has exploration as a big part of it, but not in a linear manner where I expect the players to worry about things like turning left and right, but rather as they improve their skills they will be able to explore further into an area and unlock more stories in that area.
But, also want there to be certain time phases in my game. The one I'm most concerned with at the moment is the very beginning of the story, which is semi-linear (the player makes choices to give them some starting abilities so that not every player starts out the same) and leads to an event that opens up the main story. However, I want them to be able to do some exploring in the mean time.
So if the player finds the library in the introduction, I don't want them to find the library again once they are in the main story. My thought was to have areas like the library be set to (any) so that if they unlock something in the first part, it will still be unlocked in the second part. This would then mean that the introduction, and any content specific to it would take place in the default setting created with my world, and then make a new setting say called Part I that won't show introductory (or default setting) content, but would have it's own content in addition to the stuff with (Any) as the setting.
I may have answered my own question in writing that, but I was hoping for some confirmation before I put in the elbow grease, not to mention that this might help someone else struggling with a similar problem.
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