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Machine Made: Rebirth

Machine Made: Rebirth Sat. Jan 23 (Actually Saturday Today)

Hey guys and welcome back to the Machine Made: Rebirth blog, where I misstate what day it is, and leave months out of the picture entirely. How embarrassing for me, I'm sure I will be scarred deeply. Did anyone actually notice that? Oh well, let's move on!

 

Today I'd like to talk about the significance of a tiny little feature that we've implemented here at Machine Made that I think is going to be a lot of fun and convenient for everyone. This is a little Common Event that can have as much depth as you need. The idea is to create a Quest Log that appears from a desired input — and will lay out significant plot points or objectives for the player, to prevent excessive backtracking and talking to NPCs.

 

Of course there will still be deeper dialogue options and rewards for those who do choose to talk to as many NPCs as possible and explore deeply, but the Quest Log will always be there to ensure that we don't get side tracked while we're gathering ingredients or on adventures.

 

What does this Common Event look like you ask? Well, it's very simple — in the common events tab, you want to make a few conditional branches that are dependent on switches or variables and have them display what quests are currently active or significant from the desired input. As you may know, Common Events can be called from the script itself or through triggers such as button pressing, interacting with objects or through the menu, with the use of items, etc.

 

I hope you guys enjoyed this Saturday's blog post, it's a short one but
we have a lot of updating to do so I hope that everyone stays tuned for our latest update,
we're getting some really excellent comments that might add up to another Q&A soon, so that certainly would be fun.
Until then, take care for now and see ya later,

 

Cheers,
Allsvin

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Ryan Ferris

  • Posted January 24, 2016

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