What's the proper approach for writing multi-path "story" flows?
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Published on 2010-06-13T22:34:43Z
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2010/06/13
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Hi,
I wonder if you can help me.
I'm writing a game (2d) which allows players to take multiple routes, some of which branch/merge - perhaps even loop. Each section of the game will decide which section is loaded next.
I'm calling each section an IStoryElement - And I'm wondering how best to link these elements up in a way that is easily changed/configured and at the same time, graphable
I'm going to have an engine/factory assembly which will load the appropriate StoryElement
(s) based on various config options.
I initially planned to give each StoryElement
a NextElement() As IStoryElement
property and a Completed()
event. When the vent fires, the engine reads the NextElement property to find the next StoryElement
.
The downside to this is that if I ever wanted to graph all the routes through the game, I would be unable to - I couldn't determine all possible targets for each StoryElement
.
I considered a couple of other solutions but they all feel a little clunky - eg Do I need an additional layer of abstraction? ie StoryElementPlayers or similar - Each one would be responsible for stringing together multiple StoryElement
perhaps a Series and a ChoicePlayer with each responsible for graphing its own StoryElement
- But this will just move the problem up a layer.
In short, I need some way of emulating a simple but dynamic workflow (but I'd rather not actually use WWF). Is there a pattern for something this simple? All the ones I've managed to find relate to more advanced control flow (parallel processing, etc.)
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