It's not really magic to me. It's just hard.
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True. The programming team is one of the cheaper parts in development relative to the actors and CGI artists, so that is an important business reason to keep those relativily simple.SirNitram wrote:Non-linear storylines are so easy it's fairly clear the reason it's not done is to save time writing/creating FMV's/recording voiceovers.
One of the problems though is it is not just one if/then, it is a lot of them. You need to pay attention on many different events.It's always just an if/then, however the language reads that.
Which is a very important question since if you really do start branching, it can become exponentially more complex and time consuming as you branch more. Many professional games mitigate this by making many isolated episodes branch, and not interact much until a common ending. Look at KoToR and how each planet was mostly self contained. It saves a lot of development time.The question is only 'How deep do you want the branches to go?'.
Eh, I'm making progress, but not much luck. I've been having some trouble translating the music in my head to the program, and also with forgetting the tune itself while I try to pick at it and find the right note.Destructionator XV wrote: Also, any of you guys working on art, music, or potential storylines making any progress? The program is a long ways from being ready to use it all, so no rush, I'm just curious to see it if you have anything yet.