I was thinking about something. Most levels are linear in story and gameplay unless they are really complex and long. Most of the time they aren't really complex and long. That brings up the debate in use of in-game choices.
In a cutscene you could have the player make choices about the game scenario. Lets say you have Kyle at a bar trying to find a criminal's ship and the criminal. Lets name the criminal Bob. Kyle needs to ask a bartender. Some choices of questions/commands could be:
1. You will tell me of a criminal named Bob.
2. I'm a Jedi and I don't care to swing the saber. Tell me where Bob is or you will regret it.
3. So, any dangerous people I should stay away from around here?
Each option would have a different affect on the outcome of the situation and the rest of the level's story. Option 1 could be used with Force Persuasion to "persuade" the bartender into telling where Bob is. The bartender would comply and give the location of Bob without resistance. Option 2 would be considered a threat by the bartender, and the bartender might respond by alerting a gang to kill Kyle. Option 3 would be another way to get the bartender to tell where Bob is, but it doesn't require force powers or threats.
To code the options someone would develop a script of the cutscene and midway through the cutscene they might write:
The options and the appropriate button for Kyle to select that option would be written in the subtitles/captions of the cutscene.
"option1", "option2", and "option3" are scripts that have code for the event that happens when an option is picked.
I just wanted to bring this up to editors that might want to experiment with this. Any comments/ideas/suggestions? PLEASE REPLY!
[This message has been edited by JDKNITE188 (edited January 03, 2003).]
In a cutscene you could have the player make choices about the game scenario. Lets say you have Kyle at a bar trying to find a criminal's ship and the criminal. Lets name the criminal Bob. Kyle needs to ask a bartender. Some choices of questions/commands could be:
1. You will tell me of a criminal named Bob.
2. I'm a Jedi and I don't care to swing the saber. Tell me where Bob is or you will regret it.
3. So, any dangerous people I should stay away from around here?
Each option would have a different affect on the outcome of the situation and the rest of the level's story. Option 1 could be used with Force Persuasion to "persuade" the bartender into telling where Bob is. The bartender would comply and give the location of Bob without resistance. Option 2 would be considered a threat by the bartender, and the bartender might respond by alerting a gang to kill Kyle. Option 3 would be another way to get the bartender to tell where Bob is, but it doesn't require force powers or threats.
To code the options someone would develop a script of the cutscene and midway through the cutscene they might write:
Code:
. . . . . . bind F1 run "option1" bind F2 run "option2" bind F3 run "option3" . . . . . .
The options and the appropriate button for Kyle to select that option would be written in the subtitles/captions of the cutscene.
"option1", "option2", and "option3" are scripts that have code for the event that happens when an option is picked.
I just wanted to bring this up to editors that might want to experiment with this. Any comments/ideas/suggestions? PLEASE REPLY!
[This message has been edited by JDKNITE188 (edited January 03, 2003).]