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Tuesday, July 24, 2007
 

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The Broken Hourglass: Skipping Events
6:00 AM | Cord Kruse | 2 comments

The latest update for Planewalker Games' upcoming RPG, The Broken Hourglass, focuses once again on topics for modders and gearheads. This time the article examines the concept of "skipping" events, or scripting the engine so that when the player expects one result the game can substitute something entirely different.

But what do you do if an event is about to take place-but you want to stop it from occurring? What if the party is trying to rest somewhere resting is not allowed? What if we want to block someone from opening a door? What if Blue Valkyrie is about to die, but we want to delay that death?

That's where the "skip" concept comes in. Some of the hookable events in the game occur just before the event would happen, and the scripter may tell the game to skip that event, and optionally to take different action instead. This might include displaying a string telling the player why the event was skipped ("You can't open the door until you put on the funny hat") or taking some different action instead (such as thwarting the party's use of an area transition and teleporting them somewhere they didn't intend to go).
To read the rest of the article follow the link below.

The Broken Hourglass: Inside The Engine, Skipping Events
The Broken Hourglass


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