More work on my Choose Your Own Adventure Designer! This combined with a planned statistic setting node will be the last work I do on it until the end of NaNoWriMo.
This new addition lets you branch your story based on player statistics. It’s going to be pretty essential in helping me work out how to respond to the player’s dwindling vitals.
Ideally I’d like to add a “clone group” function that lets me group a set of common nodes, and then repeat them all over the place. It’d be great for reacting to stuff. On top of that I reckon spawning adventure trees based on events (optionally returning to the previous tree when finished) would be cool for some truly rich narrative, e.g. starting plot points based on game events, or perhaps based on vitals. Lastly I’d like to support greying out certain Decision node choices based on player statistics, this would let me do some Bioware RPG style dialogue choices, etc. based on player statistics or player vitals. However this will all have to wait until December I think.
After that, I plan to package this up and sell it on the Unity store. Of course, that means writing an Editor script for it, and I’m not sure if I can integrate the MS graph layout stuff into it. We shall see.