scripting events - questions inside
jonmulcahy
Member, Sous Chef Posts: 10,408
so, this isn't really a 'how do i do this' question, more of a 'how should I approach this' question.
in my new game, which I've finally started working on again after a 2 month hiatus, I have a dialog box that comes up with information about the level and to drive the story. little things like "Hey, this area looks dangerous", stuff like that.
I'm trying to put together a good way of doing this in my mind, and i've thought of two solutions, but I don't know if this is the best way of doing this:
First option: have a single actor that I put every single rule in like this - if level 10 after 5 seconds show speech bubble(5); if level 11 after 5 seconds show speech bubble(6)....
Second option: have a single actor, but instances of it in every level so it just says "after 5 seconds show speech bubble (5)
I'm leaning towards option 2 because in my mind that would require less memory if it's only loading info for that particular scene.
the second part I'm thinking about is showing the speech bubble. I already have a generic actor that will basically have it's image replace based on what number is passed into an attribute like this
if speechBubble is 5
show speech5.png ...
again, now that I type this out, it makes more sense (also more work) to do this on each individual level. I'll just have to keep track of everything in a spreadsheet.
anyways, anyone approach this before? I know I saw something similar in gravonaut (a great gs game by the way).
just sitting down and typing this message gave me a little more clarity, but it's still difficult to wrap my mind around a bit.
in my new game, which I've finally started working on again after a 2 month hiatus, I have a dialog box that comes up with information about the level and to drive the story. little things like "Hey, this area looks dangerous", stuff like that.
I'm trying to put together a good way of doing this in my mind, and i've thought of two solutions, but I don't know if this is the best way of doing this:
First option: have a single actor that I put every single rule in like this - if level 10 after 5 seconds show speech bubble(5); if level 11 after 5 seconds show speech bubble(6)....
Second option: have a single actor, but instances of it in every level so it just says "after 5 seconds show speech bubble (5)
I'm leaning towards option 2 because in my mind that would require less memory if it's only loading info for that particular scene.
the second part I'm thinking about is showing the speech bubble. I already have a generic actor that will basically have it's image replace based on what number is passed into an attribute like this
if speechBubble is 5
show speech5.png ...
again, now that I type this out, it makes more sense (also more work) to do this on each individual level. I'll just have to keep track of everything in a spreadsheet.
anyways, anyone approach this before? I know I saw something similar in gravonaut (a great gs game by the way).
just sitting down and typing this message gave me a little more clarity, but it's still difficult to wrap my mind around a bit.