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How do people develop quests/scenes in debugging friendly way?

edited January 2024 in Technical Q&A

How do people develop quests/scenes in a debugging friendly way?

Do you write a script to give you all the inventory you expect in a given scene ?
Do you break quests/chapters/scenes ?

(first time making an adventure game)

Comments

  • It's a little dependent on the specifics of your project, so what works best for you may become more clear as your project develops - but AC has a few debug features to help.

    So far as skipping to pre-set points in the game, you can define "presets" for your Global Variables in the Variables Manager - allowing you to bulk-assign variables to specific values that they should be set to at a given moment.

    At runtime, you can assign a preset either with the Variable: Assign preset Action, or by clicking the Bulk-assign button directly in the Variables Manager.

    Inventory items can also be added to the Player at runtime by clicking the cog icon beside them and choosing Give to Player. The icon beside the "Create new item" button can also be used to give all items at once.

    You might want to create a debug Menu inside your game, that's able to run ActionList asset files that "warp" to a different scene/chapter in your game - running a combination of e.g. Variable: Assign preset, Inventory: Add or remove and Scene: Switch Actions.

    These commands can also be performed in custom script, however. The Manual's "Variable scripting", "Inventory scripting" etc chapters each cover how those aspects can be modified through script - and the Scripting Guide documents each of AC's public functions and variables.

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