I am curious about how storyline-based games are written.
For example: if the character done Event A, then he meets an NPC and result in Event B.
On the other hand: if the character didn't do Event A, then he meets an NPC and result in Event C.
From the code structure that I've thought up, the NPC should be an object of a class, and there should be a status variable that mark if character have done Event A or not. However, what if there's thousand of similar type of Event as Event A? How'd I handle huge, complex storyline game in coding?
I just want to know exactly how the trick was done to keep in check of what Events have happened.
Another thing that I'm curious about is how Event is kept in. An object? or just a function?
For example: Event A might have some flashy effect played in non-fmv ,while maybe Event B is an fmv, and Event C might be a battle.
and there may be variety of them. Therefore, how would I handle variety of Events with a consistence method? or maybe, at the very least, contain them in a consistence way (function? or Object?) I just want to know how the trick was done.