Author Topic: Question on multi-module game  (Read 342 times)

Legacy_Rowwena

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Question on multi-module game
« on: June 13, 2011, 08:26:18 am »


               Sorry if this has been answered, but I have had little luck finding the answer so far.

I am designing a game that involves a few modules (one for each chapter), and I am looking for some options.  RIght now I am using the basic script

void main()
{
    StartNewModule("Chapter2");
}

My question is if there is a better way to do this?  I don't really care about trying to bring henchmen along but I would like to know if it is possible to have the player arrive at the new module with
1) Journal from chapter 1 intact
2) The in-game date to pick up where chapter 1 left off.

I would appreciate any advice, or links to script banks and tutorials where I might find how to do this function better.

Thanks
               
               

               
            

Legacy_CID-78

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Question on multi-module game
« Reply #1 on: June 13, 2011, 09:29:35 am »


               Use the Database and store anything you want to transfer. then load it up in the other module. this way you can either move in one direction or move back and forth as much as you want.

I would advice against keeping journal entries that you no longer can continue on. So keep only the main quest(s). if you can't go back and fix the ones you missed.
               
               

               
            

Legacy_Rowwena

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Question on multi-module game
« Reply #2 on: June 13, 2011, 09:43:39 am »


               Thanks. I will look into a tutorial on that. Found one, but it may be a bit old.
               
               

               
            

Legacy_CID-78

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Question on multi-module game
« Reply #3 on: June 13, 2011, 12:44:44 pm »


               The database hasn't changed and NWN is a old game so most tutorial will be almost as old.