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Original post by TechnoGoth
Its an idea but your missing a key point. How would you make possible for they player to complete as many as 5 and as few as 0 of the events. With a time system, thats easy to do by simply have a date at which the five of events come to an end. However under an event system I have to decided for the player what the possible series for those 5 events are. Do you see my point?
Simple--have a trigger which disables the five events, as I suggested. Thus, if the player is in a hurry, he may hit this trigger without having seen any of the events; if he''s careful, he can see all five before hitting the trigger (an example is a town which has many possible things to do and see, but which gets destroyed at a certain point--once it''s gone, so are the events). And you can even set up an arbitrarily complex branching tree of events, enabling triggers, and disabling triggers. It''s all up to your design.
quote:
Original post by TechnoGoth
Then there are things like seasons, feastivles and other things that happen on certain dates. Such as a 3 hour chemisty lecture ever wednesday.
Again, you can set up triggers for events that range from the very simple (player goes to sleep in an inn; when he wakes up, a festival has begun) to the maddeningly complex (player sells a wooden sword to a one-eyed woman whose cottage he found by walking five steps north, and three steps west from the old, rotten stump and jumping while carrying two healing potions and wearing the amulet of Yendor; this sale enables the player to buy a sword of massive slaughter+10 from a one-armed blacksmith fifteen miles away, who happens to be the old woman''s long lost lover...) And these triggers can be parts of quests, hidden, you name it.
-Odd the Hermit