Uses and Best Practices for Flowcharts

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  • It's been a while since the Flowchart tool has dropped and it's received a few updates in that time.

    Over the last year or so, I've been on-and-off trying to create a robust system for handling complex dialogue in Construct, including all the bells and whistles you might see in a tool like Articy Draft, Arcweave or Dialogue System for Unity. A lot of it is a case of creative uses of the tool, custom functions for variable evaluation/execution and establishing good internal best-practices and standards. I've managed to get it working well enough to use it for some basic conversations in a few games already but I know it's going to be a while before it feels stable enough to handle the kind of stuff I want to throw at it.

    I'm interested in the uses that others have got out of Flowcharts, if anyone's tried anything similar and - if so - what best practices or creative implementations they've settled on. I think the tool has massive potential but I don't see people discussing it much and I think it would be cool to share the stuff we've learned whilst playing around with it.

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  • My main interest is using them as a quest system (which uses lots of conversation) similar to the quest system in rpg maker by VisuStella MZ. The problem I have is where

    to put functions that determine when a quest stage is completed. In theory a quest stage can be completed at any point or time so I set some kind of global flag but I did not find a clear way to integrate the function into the flow chart.

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