Scripted Gameplay Flow Control

Miscellaneous Forums/General Discussion/Scripted Gameplay Flow Control

Yep I like the idea of an event stack too - particularly if you can control it via a timeline. But this relies on your game / animation speed running smoothly enough, and things like speech or dialogue being displayed for long enough. I just don't trust timing in games - I'd rather see actions completed fully and sequentially.

Another big decision is whether you want to take control away from the player, which is often seen as a 'gameplay turnoff'. I think it's a necessity in some situations, but it's worth having a think about.

I found my approach became complex, but whatever route your take, you'll need a way to easily manage / edit / debug your scripts. I think the easiest way is a simple database, with every item / object / actor / sound fx / level / inventory position having a unique ID, just like Blitz3D's entity system. Then you can write scripts that refer to these unique IDs.

I'd be really interested to see what you come up with because it's something that did my head in!