storyline problems >.>'''

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about that... i'm having a hard time thinking of one :thdown: i cant seem to find one that
1.) doesn't fail (hence "SAVE THE PRINCES!!")
2.) is multiplayer (example: tbr and it's grouped slaying of titans)
3.) allows for an individual player to develop the storyline... like a quest sequence...

somehow fusing multiplayer and single player is quite hard :(
-I've tried having both all player quests and individual quests, but that makes almost all of the all player quests basically the same old farming requirement :(

-having individual quests disables me making the game winnable/loosable (example: again tbr, win by killing Hades, loose by letting Athens die)

so, any recommendations would be heavily appreciated
 
Um...

Is there a first thread about this? Cuz I can't seem to cope with what I'm reading :p
 
what? xD no this is the first post about this... idg why you dont get it :p
 
If you want individual story development, you need to basically account for each decision and change the future available decisions etc accordingly. Basically, the longer the story can be, the more you have to do exponentially.
 
You can also make a little tree map to help you out organized. Trigger-wise, it would be a lot of triggering (checking for variables, if-then-else) and could be troublesome.
 
Although it is quite clear what you want, it is hard for us to help you, because we have no idea how you want to execute it. Still, lets try:

I think you should take Lord of the Rings as a basic example and base it on their structure (but of course, not make another lotr-clone).

In the beginning a fellowship will be formed, all heroes from different places and with different abilities will unite. They all have the same goal; destroy the ring. The team will be together in the begin, helping each other and getting to know each other, however, in time they will split up on certain occasion (though they should reunite more often than just at the end).

An interesting thing with Lord of the Rings is that Frodo is the main hero concerning the main quest. The focus of the book is on him. However, that doesn't make the other character (at least most of them) sidekicks.

While Frodo travels to Mordor Gandalf personally united all tribes and single handed organizes their defences. Aragorn is a more stereotype hero and the archenemy of the bad guy. Even though Frodo is the hero of the book, Aragorn is the hero of the story. Interesting is, that even though not together, their action have direct consequences on their allies.

So my point is: Use 1 main quest and 1 main character who will be a centerpoint. The rest of the team can decide to stay close to him, or go on different side quests, and so helping him more indireclty (getting reïnforcements, blowing up a gate before the rest of the groups arrives etc).

Maybe an interesting concept will be: Will I go on this sidequest, or will I stay on the main road as extra help here (with the cost that it will get harder later on)? Note of course that Player 1 can also abandon the main road for side quests.

Things will get complicated so a tree like Esb adviced would indeed be a very good idea.

Just emptying my mind. Hope this will be useful. :)
 
I agree with the farming problem, I have been making a RPG map now for some time already, and its extremely difficult to come up with some decent multi-quests that DON'T include killing 1000000 goblins and just getting some gold. I have brainstormed a few ideas, if you find them useful, feel free to use em.
1. Stealth missions : The good thing about these is, that they can be made so that they can be completed alone too, just makes it a lot harder, makes the game more in depth(ex. instead of just rushing to a castle killing all guards and ripping the kings head off, you must go through a small opening, open 3 switches and woo the female guard in the kitchen by giving her the queens brooch found behind the door opened by the 3 switches, and slip some poison to kings evening soup)
2. Guarding missions : These are usually pure multiplayer missions.(ex. Escort a group of greedy merchants through a dangerous forest infesting with gigantic rabid bunnies)
3. Ancient ruins : With this I mean Indiana Jones type temple of doom, they are usually rather interesting if done well, the only problem with this is, that if you have units with different movement speeds, they will have a hard time running away from a boulder for example...But also easily made multiplayer.
All of these can generally make the storyline go forward in a way, if you want(ex. killing the king gives you access to the temple which houses the legendary stick of death, that makes you instantly the king of the country if you show it to an old hag on the other side of the deadly forest, giving you command of the kings army and allowing you to assault the dark lord and his imp minion.) If these help I'll come up with some more....
 
:D so much halp. woo!

If you want individual story development, you need to basically account for each decision and change the future available decisions etc accordingly. Basically, the longer the story can be, the more you have to do exponentially.
Today 12:20 AM

can anything really be short anymore? :p
and i somewhat presumed that it would get quite big anyway.

You can also make a little tree map to help you out organized. Trigger-wise, it would be a lot of triggering (checking for variables, if-then-else) and could be troublesome.

never really thought of doing that :eek: thanks :D i probably will now.

@Gensui


yeah! just showing connections to the concept and example help so much. i never really thought of lotr, but it fits extremely well :) thanks.

@Roseblood

i love those ideas :) having various changes with unusual quests would be awesome. especially the examples you listed :D

edit: thats all i need, btw thanks guys :D!1!
 
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