I’ve always wanted to develop an RPG over the years, but the one thing that has always caught me up is gameflow. Basically, all the programs I’ve made have been “Load Level → Play Level → Finish Level → Load Level… etc”. However, RPG’s are a completely different dynamic. They have a more intricate state-based world, with cutscenes and scripted events.
I’m looking at various editors to make cutscenes, and hell scripting a cutscene would be fantastic. But I’m at a loss on how to string it all together. Such as, “Gameplay in free roaming world → Cutscene → Scripted battle”. The only possible way I can think of this working is that there is a CoreClass that manages the loading and removal of scenes, as well as any variables needed during gameplay.
Gameplay causes CoreClass to trigger event labeled “CutsceneA”
CoreClass looks at event “CutsceneA”, and loads the scene
“CutsceneA” plays, at the end triggers CoreClass to trigger an event labeled “BattleA”
“BattleA” plays out
Throughout it all, each scene would interact with CoreClass, setting values and flags as needed, and uses it as an intermediary to do such (loading from one map to another could cause too many broken links that would need updating). Does this theory sound correct?
That if CoreClass is cleared out, it means a new game has started. Shoot off to character creation, and then off to the first scene that starts the rest of the gameplay?..