Everything is a Timeline #691
Replies: 3 comments 12 replies
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Are there criteria built into timelines that are pass/fail, as in if a ship or crew is unable to fulfill objectives for a given step or action, they can't proceed, and mission failure might result? Do some items have timers, for example if an oxygen leak isn't addressed in x minutes, everyone dies, game over? I'd suggest farming out the writing as much as possible. It still sounds like you have a lot of manual work to do here, and because you are focused on all aspects of development, and creating plots and timelines are probably not as technical as other tasks, you should get help to write stuff. A guide should be developed suggesting how to organize and proceed based on what exists, but then let others write some 'episodes' so that you can focus on getting other things done. (I am not volunteering, I could write a couple, but I don't have the bandwidth to produce tons of copy :) ). But, good or bad, get some stuff to edit instead of producing from the whole cloth. Do you do timelines (and damage reports) formatted in XML or something similar? |
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Oh, if you are not entirely AI averse (I'm on the fence mostly hate it, but it is inevitable), you could develop some prompts and ask for (many) variants for text-boxes to populate timelines and damage reports if writers are not handy. |
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You might already have considered this but I figure I’ll bring it up anyways. Here’s my brain barf: Having the ability for various nested conditions and exit statements could open the timeline possibilities drastically. Also allowing some timelines to be set on a conditioned loop and allowing said loop to run a set number of times or a random number of times (within a defined limit) would add some interesting possibilities. Various timeline step conditions could open the possibility for branching timeline splitting/joining. Having the ability to enable/disable various concurrent timelines based on a difficulty setting could be a way to add replay-ability to each mission and allow a single mission to work for various age groups. Having a form of the timeline in some sort of “mission journal” for each player would be a nice way for them to see what’s going on and remember where they were if they need to pause the mission for a later date. This would mean each step would need to be markable as a “recorded” step and whose “journal” it is recorded in. Is it a ship wide event? Or only an event that security gets to see? |
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Context
In Thorium Classic, timelines are comprised of:
Missions proceed as a flight director advances the timeline and activates the steps.
It is possible to automate the timeline in a few ways
In Thorium Nova, timelines look mostly the same. The biggest difference is that you can now define triggers - conditions that the simulation must be in before advancing - as part of a timeline action, which can be set up to activate the next step in the timeline. This enables a fully integrated automated timeline experience.
That means each timeline step has
Hold on to that for just a second...
Damage reports in Thorium Classic's predecessors used to be static, hand-written text documents which tell the officer all of the steps needed to fix systems on their ship - send a team, send cargo, remove power, plug in these cables, etc. Every time you repair a specific system, you get the same damage report, unless the flight director has prepared multiple reports for a system.
Thorium Classic introduced Task Reports with the intention of automating the damage report verification process. Each step of the report is given
...Wait a second. If you tilt your head and squint your eyes, this looks an awful lot like timelines.
That's because it is. It's totally a timeline. A specialized type of timeline, but a timeline nonetheless.
I propose we embrace this idea and use the same structure of data and UI for constructing damage reports as we do for constructing timelines.
What you should comment on:
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