So a very broad question, but not sure where to start or what are the right questions to ask.
A few folks I know were talking about the idea of putting together our own demo game and wanted to explore the possibility of creating a few short playable chapters, similar to Telltale's roster of work, but possibly going a little deeper like how Bioware did their Mass effect and Dragon age series.
So, basically, how would one program in that functionality of decisions/items/ect crossing over from Episode A to B, etc. Is it something as "simple" as programming conditions that need to be met in Episode A to carry over player decisions/items/etc into Episode B, which I assume is stored in your save data?
Hopefully, this makes sense. I'm shooting in the dark here on where to start my research, so I came here since you folks are so friendly
Replies
https://www.gamedev.net/forum/31-for-beginners/
In any case, here's some information:
It's a data structure that allows you to give names to values. You set or retrieve values by using the names you give to them. These names are called "keys", so you end up forming (key, value) pairs.
You can use a dictionary to store all the player decisions for each episode, save it as a text file (using a simple format like JSON) and then reuse in later chapters to change the course of the game.
The dictionary for chapter 2 could have a key called "Chapter2-Scene27-PlayerStoleGun" which stores "yes" or "no".
In your programming of chapter 3 you can then do things like this:
The exact syntax for handling dictionaries depends on the game engine\programming language you're using. Consult your documentation.
Good luck.
For real I would just use an 'else' instead of 'elseif', like you're saying.