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shonjuku
Joined: 13 Apr 2006 Posts: 26 Location: Idaho, USA
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Posted: Sat Apr 29, 2006 6:36 pm Post subject: Multiple Storylines |
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I was just wondering how I might go about making a game with multiple characters to choose from, all with different storylines... _________________ "Never sacrifice the thrills of living for the security of existence" |
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Joe Man
Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Sat Apr 29, 2006 6:48 pm Post subject: |
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I haven't played many story driven games and I don't know, bt i'm sure it's been done, especially with Star Wars games since Star Wars is shown in that manner. I know Crossbeam Studios' project Orb will feature multiple storylines, but that's the only game I know of. _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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Jack the fool
Joined: 30 Jul 2004 Posts: 773
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Posted: Sun Apr 30, 2006 5:08 am Post subject: Re: Multiple Storylines |
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shonjuku wrote: | I was just wondering how I might go about making a game with multiple characters to choose from, all with different storylines... |
not hard at all. make it so when the player starts, there's a character selection screen. then, when the player 'talks' to whichever character they want to be, have some plotscripting (or tag work) to put that character into the party (remember to remove the 'arrow', or default hero). then also have that character teleport the player to where they start they're story.
it's not hard either to make multiple quests, just be sure to work on each one by it's self. don't try to juggle each one. tags can be re-used as well, just make sure you know what you're doing before hand.
also:using the same exact locations can be a little tricky, though. just make sure there are no npc's that are quest related and aren't turned off/on by a tag. just know, you'll require a lot of tag work if you choose to do same locations (that can be overcame if you clone each map). _________________
Last edited by Jack on Sun Apr 30, 2006 6:43 am; edited 1 time in total |
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JSH357
Joined: 02 Feb 2003 Posts: 1705
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Posted: Sun Apr 30, 2006 6:14 am Post subject: |
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Yeah, a character selection screen is the way to go. There's a couple of ways to go about it that I can think of right off the top of my head:
1) Start on a black screen or something with some NPCs for all the characters and have the player talk to the one he wants to play as.
2) Use a backdrop image with pictures of the characters sorted by number and have the player press the desired key.
3) Introduce all of the characters in some kind of story scene and have the player choose afterward.
All of these require a wee bit of advanced plotscripting unless you want to get really creative about it. I would recommend learning some if you haven't. |
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AdrianX ..yeah.
Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
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Posted: Mon May 01, 2006 2:24 am Post subject: |
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..Wild Arms 1 and 2 features character selection at game start(i dunno about 3 or 4, i don't have a PS2),although the characters will meet up sooner or later anyway. |
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Setu_Firestorm Music Composer
Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Nintendork
Joined: 09 May 2004 Posts: 64
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Posted: Tue May 09, 2006 5:19 pm Post subject: |
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I'm doing something a lot like that, note my avatar. Except in mine, the players all do the same storyline and warp to the same place, but it shouldn't be much harder doing yours. |
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LeRoy_Leo Project manager Class S Minstrel
Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Thu May 11, 2006 7:50 am Post subject: |
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This is a late response, I know... But maybe do something like what I am planning to do... You start out with one default character, introduce them, then after playing some sort of practice mission, swap to another story. Make the forshadowing that the two (or three or more)have something to do with each other. Or do like what Donkey kong country does sort of. Swap characters when ever you feel like it. The stories can start and stop as you swap.
I like the being able to swap characters when ever you feel like it. I'd get stuck on one, then swap and come back to him later. Of course, there would be a point where you couldn't play further with some because they are destined to meet at that time. In that case, I think there should be an AI which controls the other character even while you're away. Now I'm getting ahead of myself...
There are many ways to get to the store. :3 _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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shonjuku
Joined: 13 Apr 2006 Posts: 26 Location: Idaho, USA
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Posted: Fri May 12, 2006 7:30 pm Post subject: confusion |
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Well, the main idea is that there are 3 characters to choose from... The storylines will intermingle. _________________ "Never sacrifice the thrills of living for the security of existence" |
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Dr. Baconman
Joined: 05 Mar 2006 Posts: 27 Location: The Base, TN
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Posted: Fri May 12, 2006 7:57 pm Post subject: |
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This might only be effective if it's a short game, but here's an idea I came up with:
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Use tags when you're determining which character to choose, and then you'll start out on the first map.
The only thing is, you need to make one "first map" for each character.
Same applies to the "second map," "third map," "final map" and so on.
It'll take a lot of space, but seeing as how you can make duplicates of maps and edit them and considering OHRRPGCE's no-longer-having-a-limit-of-100-maps, this shouldn't be too much of a hassle. |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Fri May 12, 2006 8:20 pm Post subject: |
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Woah, wait, what? OHR doesn't have a 100 map limit anymore??
I was planning on making a game with multiple storylines, but I decided not to go with it for fear of my tendency to lose motivation. So I'm sticking with something simpler that I'm sure I can do without losing motivation except maybe from time to time. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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LeRoy_Leo Project manager Class S Minstrel
Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Mon May 15, 2006 10:25 am Post subject: |
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Onlyoneinall wrote: | I was planning on making a game with multiple storylines, but I decided not to go with it for fear of my tendency to lose motivation. |
That's no good, friend. You have to try harder to not lose motivation. One method is to have support: a team to keep the ideas flowing. Or if you prefer a solo job, keep notes and sketches and look at them before you start so you know where you left off. Other than that, playing other people's games can be a good source of inspiration as well... But I'm really getting off topic here. Tis just something to know.
Summation: You don't kill the motivation... Life does. o.o _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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