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NorthStar’s Narrative Sequencing System is a custom, lightweight framework for efficiently scripting game events. It primarily supports linear structures but also accommodates branching narratives and multiple task options.
The system uses Task Sequences, which function as game chapters. Each Task Sequence includes one or more Task Definitions. A sequence completes when all its tasks are marked as done. The Task Manager oversees progression, starting the next sequence once the previous one finishes.
Task sequences are managed via the Task Manager object: ..Assets/Resources/NarrativeSequence/Task Manager.asset
NorthStar typically assigns a new Task Sequence to each teleport point, with actions at that location divided into Task Definitions.
For example, in the B2_S4 Task Sequence, where the player helps Audrey and Bessie move barrels, tasks trigger sequentially based on prerequisites. However, multiple tasks can be active simultaneously, allowing player-driven events.
Task Handler Component
A Task Handler must be present in the scene for each potential active task. It includes the following properties:
Completion Conditions
A task completes when at least one condition is met. If no condition is set, it completes instantly. Conditions include:
Event Triggers
Tasks can trigger events at different stages:
Reminder Interval: If set, triggers On Reminder actions every X seconds. (Set to 0 to disable.)
Scripted Narrative Sequences
Most narrative events in NorthStar are driven by Timelines using Playable Directors and Timeline Signals. Each Task Manager typically has:
When a task starts, its Dialogue Player begins playback, triggering the Playable Director. Even non-dialogue sequences follow this structure for consistency.
Best Practice: Set Playable Director Update Method to DSP Clock to prevent audio desynchronization.
To add a new Task Sequence:
Setting Task Prerequisites
Adding Tasks to a Scene
Testing & Debugging
For quick narrative testing:
Note: Some sequences rely on prior events. Skipping ahead may cause characters/objects to remain incorrectly active or disabled.
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