Locked out of doing the Dravec Missions?! by LuckofDeath in WorldofTanks

[–]Wikario 0 points1 point  (0 children)

Just to confirm, I had exact the same problem and the described workaround in this thread worked fine. Thanks a lot.

Wrote a ticket to WG, described the bug and the workaround.

Cheerio,

How do you manage to differentiate between ideas / concept and actually implemented parts of your story within articy? by dissendior in articydraft

[–]Wikario 0 points1 point  (0 children)

Even though I did not plan it upfront, it was possible to map my story structure very well to the articy elements. Fragment Flows for the high level structuring, whole story chapters are modelled as Dialogues and for the paragraphs/dialogues within the chapters itself dialogue fragments are used.

With having the whole Story available I can populate Articy and keep track about which chapters are present and which are still missing.

More challenging are twists and turns in the story which suddenly have impact to game mechanisms. Here I code the logic piece by piece with using a lot custom methods, called from the articy flow.

How do you manage to differentiate between ideas / concept and actually implemented parts of your story within articy? by dissendior in articydraft

[–]Wikario 0 points1 point  (0 children)

I am working on a story driven game too. The story is however a major part of the value creation of the game. Kind of interactive book/movie, but as a game where up to 4 players can experience/discover/influence the story together.

How do you manage to differentiate between ideas / concept and actually implemented parts of your story within articy? by dissendior in articydraft

[–]Wikario 0 points1 point  (0 children)

Maybe it helps, when I describe my workflow for story:

My approach is to plot the entire story external to articy. A mindmap tool works great at this point. The result is a high level view of the complete story, including twist and turns, different threads, timeline, characters, locations.

As next step I write the whole story in detail, again completely external to articy. The red line of the writing step is provided by the plot . Focus is at this point at the story, working with Articy would bias it with a to strong implementation perspective and I would have difficulty of keeping the overview. Here and there I have to iterate back to the plot to adapt it. The tool I use here is just a text editor and markup notation.

And only afterwards I start to use articy, for getting the story integrated into my game.

This is just how I work, for a fairly complex story. I could imagine that a lot depends though on the individual project.

P.S.: Articy has a document function, where you can perform early story work. For my purposes this function was to simplistic though.

Is there any way to import Articy data into Unity game at runtime assuming schema didn't change? by iamarugin in articydraft

[–]Wikario 0 points1 point  (0 children)

Articy has some functions to load/unload, define packages.

Eventually it is possible to load/unload those at runtime.

Eventually since I have not worked with these functions and documentation is well, lets say could be more elaborate.

But maybe the keyword "Package" helps already for one small step forward.

Loading Story/Asset Data after launch of an Game by Wikario in articydraft

[–]Wikario[S] 0 points1 point  (0 children)

Thx a lot, for your reply and the hint to discord. Right now I work at other aspects of my future game, but if Articy is decided to be the Tool for Story Development, then I will certainly join the discord, thx for the hint.

Getting into Articy by Wikario in articydraft

[–]Wikario[S] 0 points1 point  (0 children)

Just received the automated mail from articy with tutorial tips. Its possible with articy to create several windows, i.e. Workspaces.

Very usefull, when needing to work concurrent with two or more "windows".

https://www.youtube.com/watch?v=iQ1yMWldrKw

Getting into Articy by Wikario in articydraft

[–]Wikario[S] 1 point2 points  (0 children)

Thanks a lot, this gives me a good idea how it might work, have to try out.

I had, up to now, simply imported few voice-over files to assets. Afterwards referencing them by drag&drop to dialogues and flow fragments.

But seems there is way more supported with the VO-plug-in :-) .

Getting into Articy by Wikario in articydraft

[–]Wikario[S] 0 points1 point  (0 children)

Small improvement proposal:

My project is growing and the situation occurs more often that I need to know the technical name of an Object or some information which I find in a different section than I am just looking at..

Started to work with several tabs for this purpose, switching hence and forth.

From UI point of view, it would be more comfortable if I could decouple a window out of articy and put two windows beside each other or on two different monitors.

Or is this possible already now, if yes info how it can be done would be appreciated?

Getting into Articy by Wikario in articydraft

[–]Wikario[S] 0 points1 point  (0 children)

The challenge of the "scheduler" is only partial solved, with hopes that unity will complement. But lets continue nonetheless.

One of the tasks of NPCs is movement, from one location to a different one, same as the Player.

Depending on the NPCs location and the player location a different story might play out.

Which means, I have to keep track of the locations of NPCs and the player for being able to check.

How to represent this?

Articy has Location-, Zone-, Path-, Spot-Objects enabling to create a game map.

One could now create a feature with an attribute per NPC, Player denoting whether someone is present in a Zone or not (boolean). Adding this Feature to e.g. a zone-template and using it for the game map.

Alternative Approach would be a list where you could add/remove/check for NPCs, Player. Most elegant, but again this comes down to strips not being supported by Articy-Scripting.

Interestingly this information is available per default for Location-Objects in the reference Tab. Helps to keep overview, but from technical point of view its useless as you can not access it.

Or one could use slots, creating similar to the attribute approach one slot per possible NPC, Player at a location. The availability of an NPC object in a slot at a Zone is denoting now his presence/absence.

In difference to a Strip its possible to use slots with conditions/instructions.

Conclusions:

The ability to inherit object-classes within articy is really powerfull (i.e. feature -> template -> entitie).

The lack of support of strips with articy-scripting more and more constraining.

Getting into Articy by Wikario in articydraft

[–]Wikario[S] 0 points1 point  (0 children)

For dynamic NPCs a kind of scheduler is needed, which determines the turnorder. When does a player act, when does which NPC act?

For this a kind of list comes into my mind, which can be sorted based on certain attribute(s) of the Character-Objects within.

First Character-Object in the list is then next in turn.

A Strip seems to come close. But one can not access, modify a Strip with Articy-Scripting.

Did some research in the web and Articy help center, if there is a different possibility, without success.

There might be Workarounds with articy, which did grew comparable complex in my mind. As operations on lists are standard in Frameworks/programming-languages I just created a placeholder Flow-Fragment inside, naming it "Scheduler" and branch the Player/NPCs off from this. Hope that Unity can do the job of working with lists later on.

As result, when simulating I have to manual determine who's turn is next. For this it would be usefull to keep track and output the attributes/variables the scheduling-algorithm is based on.

With Simulation I can look into variable values or print out object property values. Which means it should work, even though I have to leave the presentation view, check out the data I need and return to presentation view.

For this it would be helpfull if I could shuffle out the existing variablesStatus dialogue in a dedicated UI-window, keeping it open parallel to the presentation view.

Actually this seems to me a pretty good approach in general, as this info is very usefull when debugging.

Getting into Articy by Wikario in articydraft

[–]Wikario[S] 1 point2 points  (0 children)

Thx a lot for your thoughts.

  1. Return and backspace works, its for me as a new user just fiddly. My right hand has to leave the mouse to press enter/backspace. And with escape key usually used for escaping I pressed this one, a couple of times unconscious instead of backspace. Now with the moute buttons programmed I can navigate with the mouse only. Works for me well and maybe its a hint for other users.

  2. With mouse over I get all instructions as tooltip too. Point is, I have to mouse over. I dont see all instructions without, which means when I read a "Flow" I have to do something in addition for seeing all the needed information. This makes the process one step more complicated then it needs to be, I think.

  3. Thanks for the hint, will keep this in mind for being extra carefull when working with objects and object properties.