Scripted Gameplay Flow Control

Miscellaneous Forums/General Discussion/Scripted Gameplay Flow Control

I have a hazy memory of trying to tackle scripting in an adventure game - I think it went something like this:

I stored scripts in an Excel spreadsheet, but a data file or Access database would have been equally sufficient.

Each script line had a
- Script ID
- Script step
- Actor ID (linked to an actor / object table)
- Action statement consisting of a bunch of actions and variables (e.g. "WALK 10, 40" or "GET OBJ 104" or "ANIM 40, 109")
- Next Scripts ID (multiple allowed for concurrent processing, e.g. 29, 203) which would be
- Active flag (0, 1)

Scripts could only execute if they were active, so you could control story flow by turning scripts on and off.

I think there was more to it than that, but I can't remember... I do remember realising that it would be difficult to maintain the scripts without some sort of visual editor / script editor though, trying to get track of all the linked object and script IDs.