Mission Graph #56
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Just to clarify, I think the plan at this point is to scale back the "mission graph" into much smaller graphs for individual milestones on the mission that are executed independently. See #47 (comment). Even still, this is a relevant discussion since we will still need these nodes. One small edit to your original post: "actions" should be called "inputs", for consistency with the glossary. My contributions: Entity Filters: Component Getters: Export/Import: Generators: List Operators: I'm sure there are more that I'll add as I think of them. |
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As discussed in #47 and in the previous virtual meeting, a graph can be utilized to design and run a mission.
Because designing a Graph system to structure narrative content and somehow keep it simple enough for the average person is quite a task, I would like to open a discussion on how this kind of thing should be designed.
Throw some ideas around and let's see what sticks.
Let's start by asking the question:
What kind/categories of nodes would we need ?
Triggers:
Nodes that are evaluated constantly or upon an action and return a boolean if a certain condition is met.
Inputs:
Nodes that will execute some action. (Like spawn a ship or tell a NPC to move into some space with warp)
Operations:
Nodes that will perform some kind of operation on data. Be it mathematical or just boolean conditions.
These are just some ideas. So what kind of other nodes can you think of.
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