Hey there,
I had a quick question after playing your demo. I have a game I'm working on that uses turns/time blocks vs an actual running clock. I wanted to ask if there was any underlying engine design that relies strongly on that which would make it challenging to integrate with such a system. From what I could tell Intrigues itself doesn't have any concept of "turns" so at first glance I assume the intended approach we should take in this situation is to wire Intrigues into the turn based system and remove any concept of "time" from Intrigues, does that sound correct? It doesn't sound hard to me in theory, but I'm not sure the impact this would have on things like scheme designs, etc. which is why I wanted to ask this question.
Turn Based Implementation
Re: Turn Based Implementation
Hello,
You can create turn-based interactive narratives using Intrigues with several different methods. These methods may vary depending on the requirements and flexibility of your project.
Below is a picture showing a flow scenario created for a simple turn-based scenario. In this scenario, I created a 3-stage story using the Sequencer Node. It has a structure that waits for the completion of each turn to move on to the next flow.
In short, you can manipulate the flow using different methods. Your project may have specific requirements, but you can use Intrigues effectively for turn-based narratives.
If you encounter any issues with this in your project, feel free to describe it in detail, and I can assist you with a solution tailored to your project.
Note: Version used in the example: 1.0.5.
You can create turn-based interactive narratives using Intrigues with several different methods. These methods may vary depending on the requirements and flexibility of your project.
Below is a picture showing a flow scenario created for a simple turn-based scenario. In this scenario, I created a 3-stage story using the Sequencer Node. It has a structure that waits for the completion of each turn to move on to the next flow.
Image

Code: Select all
public void NextTurn() {
IM.Trigger(null, "Skip Turn", true);
// ...
}
If you encounter any issues with this in your project, feel free to describe it in detail, and I can assist you with a solution tailored to your project.
Note: Version used in the example: 1.0.5.