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Linear? Not so much...
Hi all,
Writing quests and events I came to the conclusion that it gets harder and harder to keep track of which quest started which, which phase got what added to the inventory, etc. so I decided to make a diagram. Turns out the game is not so linear at all, which makes it challenging to have a consistent story dialogue, because when writing it, I have to keep track of which events the player has gone through to reach the current point in time and have to 'tweak' the dialogue to reference only those. The numbers in the circles reference the quest phase in the code and do not necessarily correspond with the steps from the walkthrough.
That being said, new quests can be added at any given point in time. For example if you start a new game, it will be possible to play the quest which will be added in 0.5 before the quests from 0.4 and even before some of the quests added in 0.3, which adds a whole new perspective to the game.