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Transferring Data / Variables to Sequels


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#1
Driggan

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So, let's say you want to have two mods, one for one half of the game and the second to conclude it, because it'd be easier to put out parts of the game instead of the whole.

My question is, if the second module continues in the same area as the first module, can you make it tell whether you've done a side quest or made some decision in the first module?

Like, if you complete the rat-killing quest for the Innkeeper, can you make the second module realize that so they it doesn't give the quest again?

Modifié par Driggan, 27 octobre 2009 - 07:04 .


#2
Shadow180

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Create the second part of the module as an "Add-on" to the first part. As far as I know that should work.



Because you have two different types of modules, the stand-alone types which are entirely new modules and add-ons which are small to large changes to existing ones.

#3
Driggan

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You can do that even with a module essentially the same size as the original? If so, that's great to hear.

#4
Shadow180

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Driggan wrote...

You can do that even with a module essentially the same size as the original? If so, that's great to hear.


As far as I know, yes. BioWare have not said anything about any limitations.

#5
Driggan

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Cool, appreciate the quick answer. Was afraid I was going to have to create the entire thing before releasing it.

#6
Shadow180

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The GDS is doing a similar thing with Ruins of the Arvien, but they are splitting it up into three parts. So many advantages to doing this.

#7
Niko Daemon

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My module is being sectioned up also. And yes, your scripts can draw on the same info, especially if you use all the same variables and naming conventions.

#8
RefipBelak

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I have plans to make a four part module, but all of the PC's are different and the choices you make should carry over so basically what I am planning on doing is having conversations at the begining of each that let you set what happened in the previous modules and I might even have a default button if they didn't play it.