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Re: How would you organize a game with an actual story?

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MrSquer is not online. MrSquer
Joined: 18 Feb 2011
Total Posts: 6103
22 Dec 2015 11:29 AM
Like Pokemon Brick Bronze, for example: how do you script an orderly, saveable, and smooth timeline? Would you divide the game into cutscenes, triggered by a specific event, and then divide the cutscenes into frames of dialog and movement? Then, take a game like Undertale, for instance, where the save file affects the gameplay itself (how many times you've reloaded to kill someone, etc).

I'm asking this because I have an excellent idea for a game (original story YAY), but I have no idea how to do advanced data handling (I understand basic stuff like DataStores, but I want an efficient way to save and load) or storyline.
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QJD1996 is not online. QJD1996
Joined: 20 Jan 2009
Total Posts: 1472
22 Dec 2015 11:42 AM
I think you have the right idea. You'd want there to be specific events (like clicking something, having a certain amount of something, walking into a specific location, etc..), then that would trigger an event. Now, in order for it to save where the player is in the game, you'd want to create a Data Store that possibly saves string values that represent how far along the player is.

For example, if they reached "Level 2" of the game, you'd have a Data Store save "Level 2" for the key of that particular player. Then when they rejoin, their location/progress in the game will be represented by that value. Of course it'll be something more complex than that, but that's more or less the process required.
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MrSquer is not online. MrSquer
Joined: 18 Feb 2011
Total Posts: 6103
22 Dec 2015 11:50 AM
I think I'll copy Toby Fox's Undertale system, where save data is laid out like so:

[Flowey]
Met1="1.000000" (not sure what this is for, but I'm sure it has something to do with how you treat the characters)
[General]
Name="" (playername)
Love="" (level)
Time="" (measured in seconds since the player started the game?)
Kills="" (I think this determines Pacifist, Genocide, etc.)
Room="" (area in the game)

And then, of course, I could fit a few extra things in there like money and items (normally in the save files themselves, not config settings).
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