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Adding storylines to scenarios and campaigns


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21 hours ago, guerringuerrin said:

In the case of AOE2/Starcraft, the parchment overlay is typically shown either before or after the mission starts, not during gameplay—it’s part of a GUI page. Meanwhile, the hero dialogue layout is used in-game, as it often highlights specific areas of the map, such as the player's starting position, key locations to reach, resources, enemies, and so on. That said, there are many other games where the parchment-style overlay is shown during gameplay and they can be combined.

Which of the two would you all prefer? If there's no clear tendency then I suggest to provide both options and leave it too up to campaign makers how and when to use them.

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3 hours ago, Stan` said:

 

I came across this a while ago, I have yet to try it out, but it looks fantastic. It's one of the things that I'd like to pick up or help with, if only I had more time.

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On 17/05/2025 at 1:28 PM, ShadowOfHassen said:

Offhand, do both.

Alright, that's what I'll do, likely starting with the parchment overlay. There's some other stuff I have to finish first, but I will get to this soon.

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  • 4 weeks later...

I need some help with naming. How should one instance of the story parchment overlay, text and image together, be called in the game? E.g. for the button tooltip: "Switch to the next/previous ______". Something like a "chapter", but shorter than that.

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On 14/05/2025 at 10:50 AM, guerringuerrin said:

In the case of AOE2/Starcraft, the parchment overlay is typically shown either before or after the mission starts, not during gameplay—it’s part of a GUI page. Meanwhile, the hero dialogue layout is used in-game, as it often highlights specific areas of the map, such as the player's starting position, key locations to reach, resources, enemies, and so on. That said, there are many other games where the parchment-style overlay is shown during gameplay and they can be combined.

SC pre-scenario is called  Brief.

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