#Architecture for a flag/branching story/... system

1 messages · Page 1 of 1 (latest)

wheat moss
#

How should I design the architecture for a flag/branching story/... system (where the story is like a tree) ?

I mean I get that the idea is to read the flag values or the current story state node(of a tree/graph) and override the current scene based on that when we enter the scene, or any persistent info/object for that matter.

I have been struggling to come up with something even remotely scalable as I'm still inexperienced. I would love to see your take on this. Thank you all so much.

(If it's possible, I'd appreciate more code-like answer (sorry I don't know the term) like how one would implement AI with blackboard+behavior tree like that one video Git-amend made.)

wispy path
#

if you are in an experimental mood you can build a little state machine with graph toolkit

jagged radish
#

it has a great unity plugin