Modifié par Qutayba, 14 février 2010 - 08:25 .
Linking Modules
Débuté par
Qutayba
, févr. 14 2010 08:25
#1
Posté 14 février 2010 - 08:25
OK, I'm thinking ahead optimistically here. I'm certainly nowhere near done my first module, and I suspect few builders are close enough to publishing a module to be thinking about their second. But I was wondering a bit about how you would link together multiple modules in a campaign. Are there ways to link distinct modules, transferring certain data about choices made, companions, and items received, etc.? Or will it work by publishing an update to a campaign file, only with the extra chapter thrown in? I would think the latter method would start to make enormously huge files after a while. I haven't seen any data out there on this. Anyone know?
#2
Posté 14 février 2010 - 12:29
you do them as addin to the first module. ie in module properties you pick it to extend the first module. basically the same way modders add things to the OC.
#3
Posté 14 février 2010 - 02:11
I wonder if this also works, if you arent the creator of the first module. So because u cannot select to extend the module.
#4
Posté 15 février 2010 - 07:06
Bioware uses the PRCSCR method to extend the OC, so we're planning to make our own multi-module campaign in the same way.
We're putting some hooks in the first module, such as spare doors and reserved areas on the world map, which the player may eventually use to access further modules.
If you look at the design of the official campaign extensions, you'll notice that almost all of the action occurs in new areas. Change to existing areas is minimal - just enough to give the player a clue (apart from the one that gives you a new companion, of course). It seems pretty obvious that bolt-ons are easier than major surgery.
We're putting some hooks in the first module, such as spare doors and reserved areas on the world map, which the player may eventually use to access further modules.
If you look at the design of the official campaign extensions, you'll notice that almost all of the action occurs in new areas. Change to existing areas is minimal - just enough to give the player a clue (apart from the one that gives you a new companion, of course). It seems pretty obvious that bolt-ons are easier than major surgery.
Modifié par Proleric1, 15 février 2010 - 07:07 .
#5
Posté 15 février 2010 - 08:33
Eshme wrote...
I wonder if this also works, if you arent the creator of the first module. So because u cannot select to extend the module.
You can get around that by creating a "empty" module with that UID, it's will be hard to highjack someones module, when you don't have the resources but it isn't impossible, just alot of extra work. it better to get the authors permission and files.





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