| # Narrative Sequencing |
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| ## Introduction |
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| NorthStarβs 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. |
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| ## Structure |
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| 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. |
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| Task sequences are managed via the **Task Manager object**: ..Assets/Resources/NarrativeSequence/Task Manager.asset |
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| ## Tasks |
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| NorthStar typically assigns a new Task Sequence to each teleport point, with actions at that location divided into Task Definitions. |
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| 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. |
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| **Task Handler Component** |
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| A Task Handler must be present in the scene for each potential active task. It includes the following properties: |
| - **Task ID** β Manages the specific task. |
| - **Player Transform** β Tracks player position (typically PlayerV2). |
| - **Player Gaze Camera** β Used for look direction checks. |
| - **Complete When** β Determines if the task completes when all or any conditions are met. |
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| **Completion Conditions** |
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| A task completes when at least one condition is met. If no condition is set, it completes instantly. Conditions include: |
| - **Hit Targets** β Requires hitting listed harpoon targets (e.g., Kraken fight). |
| - **Reeled Targets** β Used for retrieving harpoon-hooked objects. |
| - **Wait for Event Broadcast** β Triggers upon receiving a specified event. |
| - **Rope Is Spooled** β Checks rope length between Min/Max values. |
| - **Rope Is Tied** β Completes when rope is secured. |
| - **Proximity** β Player reaches a set distance from the target. |
| - **Look at Target** β Player faces the target within a set angle. |
| - **Time Delay** β Completes after a specified duration. |
| - **Wait for Event** β Triggered by a Unity Event on a referenced object. |
| - **Wait for Animation** β Completes when an animation finishes. |
| - **Wait for Playable** β Completes when a timeline ends. |
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| **Event Triggers** |
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| Tasks can trigger events at different stages: |
| - **On Task Started** β Fires when the task begins. |
| - **On Task Completed** β Fires upon completion. |
| - **On Reminder** β Fires at intervals while active. |
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| **Reminder Interval:** If set, triggers On Reminder actions every X seconds. (Set to 0 to disable.) |
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| **Scripted Narrative Sequences** |
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| Most narrative events in NorthStar are driven by Timelines using Playable Directors and Timeline Signals. Each Task Manager typically has: |
| - **Playable Director** β Plays Timeline assets. |
| - **Dialogue Player** β Controls voice-over sequences. |
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| When a task starts, its Dialogue Player begins playback, triggering the Playable Director. Even non-dialogue sequences follow this structure for consistency. |
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| **Best Practice:** Set Playable Director Update Method to DSP Clock to prevent audio desynchronization. |
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| ## Creating New Tasks |
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| **To add a new Task Sequence:** |
| 1. Duplicate an existing sequence (..Assets/NorthStar/Data/Task Sequences) or create one via Create > Data > Narrative Sequencing > Task Sequence. |
| 2. Add Task Definitions inside the sequence. |
| 3. Register the sequence in the Task Manager: |
| - Open the Task Manager object. |
| - Add the new Task Sequence to the Sequences list (in order). |
| - Refresh the Task Manager from the context menu. |
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| **Setting Task Prerequisites** |
| - Use the dropdown menu to set a prerequisite or click Add Preceding Task ID for automatic ordering. |
| - Leave at least one task with no prerequisite to prevent game progression from stalling. |
| - If you see an Undefined ID error, ensure the Task Sequence is registered in the Task Manager. |
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| **Adding Tasks to a Scene** |
| 1. Place a GameObject with a Task Handler component. |
| 2. Assign the Task ID and required settings. |
| 3. Ensure a Game Flow Controller is in the scene (see Game Flow prefab). |
| 4. If using multi-scene sequences, set the First Task to the earliest sequence in that scene. |
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| **Testing & Debugging** |
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| For quick narrative testing: |
| - **Before Play Mode**: Set First Task to the desired sequence. |
| - **During Play Mode**: Select a Task Handler and click "Start narrative from this sequence" to skip forward. |
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| **Note:** Some sequences rely on prior events. Skipping ahead may cause characters/objects to remain incorrectly active or disabled. |
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