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Story Tools explained

  • tr3lon1st
  • 22. Juli 2016
  • 5 Min. Lesezeit

The previous blog entry covered the very basic understanding of what Linking & Triggering is. This one will explain the Story Tools in detail. The Story Tools allow players to create story driven game sequences, set up special game mechanics and provide everything necessary to build traps, riddles and safe spots. All reasons to take a closer look at the Story Tools and make sure that players understand their purpose and unlock their possibilities.

Dungeon Master tools
 

The Reset Node The Reset Node will return every prop to its resting status.

Example: When a Luminary clicks this object, if in Play Mode, reset the story on this Build Site. The resting status of a prop is the status it has when the build site is in Build Mode. Meaning that if a torch is unlit during Build Mode and a player lights it during in Play Mode, it will go back to being unlit, when the Reset Node is triggered.

The Focus Node The Focus Node determines the way an NPC will face.

Example: When this node is activated, have this creature focus on the node. In order to draw the players attention to a specific event, it can be helpful to have the NPCs surrounding him play along. Let's say that a group of NPCs trying to open the door to an ancient burial ground require the players help. When the player manages to open the door, all NPCs turn around towards it.

The Travel Point

The Travel Point determines the destination of an NPC when he is sent to walk his route.

Example: When a creature arrives here, the creature walks to this location. One of the most common behaviors of NPCs is having them walk a route. Especially when they are guarding something or simply to put an element of coincedence into ones creation. An NPC can therefore be ordered to walk between two or more Travel Points guarding that section of the map.

The Story Node

The Story Node provides a variety of behavioral actions for NPCs. It controls the things NPCs say, the way they move, the emotes they perform and their mood.

Example: When a Luminary enters this area, activate the mood on this node. A player can set up a story in which a king or queen gets very angry when someone comes too close. The player can put an area in front or around the NPC, setting up their reaction to be a cange of mood, when the player enters the area.

The Timer Filter

The Timer Filter is basically a stop watch that runs for a specific duration set up by the player. It can trigger events at pre-determined points during his run and can be set up to loop.

Example: When this timer resets, activate the damage node. When a player falls into a lava pit, the dungeon creater might want to give them a chance to jump out of it again. So instead of killing them instantly, they can set up a looping timer on 2 seconds that activate a Damage Node. If properly set up, the damage node will damage the player only a little every time the Timer Filter resets, meaning every 2 seconds.

The Logic Filter

The Logic Filter allows the player to set up a combination of conditions, based on 2 items with each 2 statuses. Namely the blue and yellow light. The total amount of possible combinations is currently 8.

Example: When either light turns on, have this creature walk along their route. A room with two doors could house an NPC that is supposed to walk to the fireplace when the player enters. Instead of setting up both doors seperately, the opening of each door could trigger each one of the lights on the Logic Filter allowing the event to be triggered no matter what door the player uses to enter the room.

The Probability Filter

The Probability Filter will trigger the flip of a coin. It will either land on heads or tails, based on the odds that the player can set up.

Example: When the probability wins, set this creature's faction to neutral. A Probability run can determine the outcome of an event based on a certain percentage of chance. The player can have an NPC unlock a gate for them, based on a 30% chance. That implies that there is a 70% chance that the NPC will leave the gate locked, forcing the players to take an alternative route.

The Damage Node

The Damage Node works in connection to an area. It can be set up to either take or give life to a player or a creature, meaning NPC.

Example: When this damage node activiates, damage all Luminaries in this area. The player can have an area set up around a healing fountain set up in his adventure surrounded by an area that will heal the players inside of it. Note that the wording of the Damage Node will not change. Even if you switch the effect to "heal", it will still say "damage" during the Linking & Triggering set up.

The Counting Node

The Counting Node is a prop that is capable of increasing and decreasing a count. It allows to set up a minimum and a maximum number and trigger events based on any of these actions and reactions.

Example: When this node's count reaches its maximum, activate the text on this node. You could have the count's maximum set to 8 and have the maximum trigger a text. If you set up an NPC, who will increase the count by 1 every time a player clicks on him, it could trigger a message that pops up after the player clicked on him 8 times saying "Will you stop clicking on me already!"?

The Random Link Filter

The Random Link Filter allows to determine a random outcome. Triggered by an event, this filter will randomly pick a consequence among every possible action connected to it.

Example: When a Luminary enters this area, damage the creatures in this area. An adventure could have 3 possible endings, allowing the players to make different experiences with only a little bit of effort from the builder's side. When the player reaches a corridor, only 1 of 3 doors will open, making this player possibly take a different route than the one before and the one after them.

The Server Time Node

The Server Time Node allows events to be tied to the server time. This only works with game time and will not work with customized build site time!

Example: In order to give a story more depth, the Server Time Node can be used to give the NPCs a daily routine. You can have an NPC go to the market at 8am, talk to the merchant and leaving at 10am to return home. This can be followed by a number of events ending the day with the NPC going to bed at 10pm to lie down.

The Combat Node

The Combat Node gives more control over the behavior of NPCs. It allows the players to set up the creature's general behavior and their use of abilities.

Example: When a Luminary enters this area, have this creature perform Ability 2. Setting up combat in Landmark can be a tricky thing. Balance is often a matter of placing the right combination of NPCs rather than waiting for the perfect NPC to be released. In order to create engaging boss fights, you can bind certain events to trigger specific actions. The Combat Node unlocks another level of customization.

The IF Gate

The IF Gate allows the player to establish a link that behaves based on the condition of another interactive prop's status.

Example: If switch is on, spawn this creature. Imagine walking down a creepy hallway. The light is flickering. The player is moving toward the switch to stabilize the lights. But as he flips the switch, the lights run off completely. A monster spawns that is now running towards him. Just a second before the monster reaches him, he flips the switch again to turn the lights back on and the monster despawns. That monster's spawn is set up via the IF Gate.

The TR3TORIALS project provides a collection of tutorials by various authors for the social building game Landmark by Daybreak Games.

© 2016 by TR3LON1ST

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