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The next thing to create is custom messages. These are what the player sees at the start of the mission and when they click for “objectives”. Note that the objectives themselves are not set here, but instead only the text.
- Scenario Instructions are what the player sees at the start of the mission. This should generally include the basic plot and the goals.
- Intelligence is an optional item that usually includes information about the plot and Rebel strength.
- Victory is the message you see when the mission is complete. This should be informative so the player knows that they have won.
- Loss is the message that appears when the mission is failed. Again, this should be obvious enough that it doesn’t create confusion.
- History is the text which you can look at to see the background information. This should include the extended plot.
- Reconnaissance is the information about player and object locations. This should include information about where the player is, where the enemy is, and where mission critical objects are located. Don’t necessarily give away all the details, but give a general idea, such as “The Rebels are somewhere south of our camp.”
Again, ignore “String Tables”. String Tables are something that LucasArts used in the campaigns that shipped with the game so they were able to write out the messages in different languages, without having to edit the campaign for each language. Ignore it as it is of no use to us.
The next portion is optional for your mission. It includes the adding of cinematics. These are rarely used, but are the extra icing on the cake for advanced designers.
- Pregame Cinematic is the media that plays before the mission occurs.
- Victory Cinematic is what shows when the mission is won.
- Loss Cinematic is what shows when the mission is failed.
- Scenario Instruction Map is the briefing map that shows before a campaign.
While these features are nice, they are not required and often cause problems for players. However, they do add the extra spice to your mission.
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