Hello!
SHORT VERION BECAUSE DAMN I RAMBLE: How the hell do I keep track of all the options a player goes through ala explore-the-haunted-house, to ensure they get the right corresponding ending, and how do I block off links/options that loop back to previous pages that aren't directly after each other after a bunch of misc stuff happens?
Am I just going to have to math it up and keep track of a load of variables that add up to different numbers depending on rooms/events triggered?
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I'm new to the site and I've messed around a little bit with the story creator. I know I shouldn't jump in right away with the advanced editor, but I felt like it would allow me to progress a story the way it's intended to go because the options can loop back on themselves quite often. (It's already completely written in a document; I just need to piece everything together, and this site seems the easiest to use).
Throughout the story you're mainly exploring (think cliche haunted mansion), so the endings are dependent on whether or not you trigger certain events in certain rooms, plus one additional option event Y near the end. Those are the conditions that need to be met, in some way or form, and they all trigger different final endings (7 endings). There's also a hub event that happens in every play through, but what happens is dependent upon if you did additional option event X or not (there are only 2 differences for that). This is further limited by the fact you can only explore two of the four available rooms in one play through, so once you explore two, it needs to automatically skip ahead to the next hub, and not let you go back to select another, while keeping track of what you did so you stay on the ending that corresponds with what you did.
I've figured out how to limit how many times you can go back and select things since that happens often, in a linear way, and I've sort of got how to push you to the next page automatically after you deplete it. Like if you can only click on 3 of the 5 links once, it'll skip you ahead and won't take you back to that selection page once you hit the limit of 3. BUT, I'm getting really confused about how to set up that up on a grander scale, and more importantly, how to set the variables so they put you on the correct path! Like, compounding those variables into a giant web. It's not just a simple "choose 3 then skip to the hub," because there's several things you can do in the room itself before going back that matter, and again, depending on which rooms you chose/what you do, the ending changes, so there's way too much crap to keep track of (a lot of it doesn't matter and is just there for fun, but it's still in the room itself). I guess the hard thing is there is no set order, it's all dependent on what the player wants to explore, but I still need to block off paths. It's more of a ... giant circle that bottle necks a couple times rather than a linear path. I know I can go through every single possible order a player may pick, and put them all on linear paths, but that is way, way too much work and just no.
Sorry I'm rambling! I'm having a really hard time explaining it, although I feel it's something lots of people have done, as it seems like a common style of exploration game. If I had to somehow explain a condensed progression of the story on the parts I don't know how to link, it would be sort of like this:
beginning (always the same) -> room selection (4 rooms) -> pick one room -> explore a bunch of random stuff in it and potentially die a bunch; when you've exhausted your options (how do I make sure it always blocks out a link after a few other events contained within? it's like ... link inception..), you're looped back to room selection -> pick another room (3 rooms left) -> explore a bunch; when you're done, automatically jump to hub 2 (always the same) -> event X (choose A or B) -> hub 3 (outcome A or B, depending on what you chose during event X, but it always happens) -> some linear stuff -> event Y (choose A or B) -> ENDINGS (outcomes 1-7, dependent on two events that happen in two separate rooms, plus whether or not you chose A or B at event Y).
The 7 endings' conditions are:
- missed both trigger 1 and trigger 2 (event Y option doesn't matter for this one)
- got trigger 1 (missed trigger 2); event Y option A
- got trigger 1 (missed trigger 2); event Y option B
- got trigger 2 (missed trigger 1); event Y option A
- got trigger 2 (missed trigger 1); event Y option B
- got trigger 1 and 2; event option A
- got trigger 1 and 2; event option B
If someone can help me wrap my head around how to set up the variables so they keep track of the correct paths and rooms, I would be very appreciative. Again, sorry this is long and confusing; I guess having a difficult time understanding what I need to do makes it harder to explain what I need.
And uh, if I end up not even needing to use the variables to keep track of all of this and there's a better way to do it, then I'm ALL EARS because I have no idea what I'm doing suddenly.
Thanks guys!