CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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  • Choices Stored as Qualities to Constrain Story Options
  • Dictionary< TKey, TValue >

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  1. Project 3 - Overview

Branching Story Structures

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Last updated 5 years ago

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In Project 2, we used the StateMachine framework to create the foundation of our branching story structure. In Project 3, we'll use data-structures to integrate additional conditional logic into the narrative. As a user makes decisions in the story, or interacts with gameObjects, data structures can be used to store that information so that those choices impact the remainder of the user's experience and path through the branching story structure.

Branching Narrative Structures:

In the article linked below, has a diagram that shows how choices in Netflix's Black Mirror Episode Bandersnatch impact possible paths through the story-experience.

Interactive choose-your-own-adventure content is something I am very passionate about, and seeing how fans have spent the better half of three hours trying to “play all the endings” and soak up every piece of content, I am hoping that this is only the beginning. Not every type of story is right for this platform but with an engaging story, a competent filmmaker and some magic we haven’t seen before, I bet you this will something that only grows from here. I’ve said it many times in the past but will say it one more time…. this is the most exciting time in history to be a storyteller.

Choices Stored as Qualities to Constrain Story Options

The Qualities in Jason Zeda's diagram provide a good example that illustrates that a user-choice can be associated with simple data that is stored when a choice occurs, and accessed from data-memory at subsequent story points to enable or disable other story options.

Dictionary< TKey, TValue >

Jason Zeda's Decision Structure Showing how Choices Impact Story Paths

A simple data structure for storing and checking this type of decision information is the C# Dictionary, since it can store pairs of information, where one part of the information , the Key is an identifier, which allows storage and access or the associated information, the Value. The C# Generic Dictionary allows an infinite choice of data-types for the key and value elements. Using C# String for both TKey and TValue provides a simple way to store and access this data in our game. In subsequent sections, we'll create an Inventory, which provides a more complex way to store game-data. The Inventory system does use a Dictionary, but it's not immediately obvious to understand how useful and simple dictionaries are for storing game-data. Unity provides 3 built-in Dictionaries for storing persistant data, these are the , each uses a String for the key, with a choice of int, float, string provided as different versions.

PlayerPrefs
Jason Zeda
Jason Zeda: Medium.com
Choose-Your-Own-BandersnatchMedium
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Jason Zeda's Diagram Key shows that story choice can correspond to a stored quality