One would assume that almost a month of no content means that something has intervened in the method of creating something great and fabulous. This stumbling block may have hurled a few brain cells over the cliff temporarily, but we're back, albeit at a slower pace than before.

Personal circumstances seems to swing – mostly from a mental perspective – but that will not stop me from making StoryDev, even if I am not currently in the best mental state at the moment.

Nevertheless, the Map System, we can safely say, is mostly complete.

Map Options

Since the last article, we had fewer options in the Properties section. Now we have "Scope" and "Flags".

  • Scope - This defines the scope of the map, meaning how it behaves in the game. "World" means effectively the world map. You are likely only to have one world map, but in the context of the editor it is only for visual purposes. "Local" means that the map is an exterior, like a town or city. "Dungeon" means the map is lexically scoped. In other words, unlike Local maps where data stored within this context is generally saved permanently, Dungeon data is stored only temporarily and reset on each entry.
  • Flags - The following flag options are available:
  • Reset Temporary Data Always - If this is checked, then Local maps behave similarly to Dungeons, with their ability to always be the level down from World rather than from Local as in Dungeons.
  • Allow Interactions - World and Local maps behave generally without interactive objects or items outside of moving between points. Therefore, this flag allows interactions on World or Local maps.
  • Disable Interactions - Dungeons behave generally with interactive objects or items, and so disabling this means any objects or items that can be interacted with can no longer be.

Point Properties

Each Point on the map has a set of properties on their own each associating themselves to a Map and Section as described in a previous article. Under the Section option, we also have the ability to quickly see that Section's data if we so wish.

We have three tabs available. Journals, Conversations and Sections. This allows us to link up and connect certain types of data within StoryDev to make it easier to find and locate information we need, either using a visual aid like with this Map System or with our generic search functionality.

In Journals, we have the ability to manually add and remove any Journal we have created and associate with this Map and Point.

Under conversations, we just have a list of the conversations associated with this Map and Point. So, how do we assign them? Let's double-click one of them and go to the subject conversation:

If you look closely, you will find we have now added a new feature called "Map/Point Association" at the top. It makes more sense in this interface than in the Map interface as you will know what the conversation content is.

Clicking the Browse button for this option brings up the following:

In this Map Browser, we have the ability to search any created maps and select the point this conversation should be assigned to. And so, when we go back to our Maps we will be able to see which conversations belong within which point.

Just to note, although Journals can be a part of any Map and Point, Conversations strictly can only happen on any given map and point.

Finally, we have connections:

By clicking "Start Connecting", this changes the mouse behaviour on the map, meaning that instead of moving our currently selected Point, we actually start connecting our selected Point with Points around us.

By default, when we create a point, mouse behaviour is set to move the current Point around the map. This may seem a little unusual at first, but you will get used to it.

Is that it?

Yes, that is it.

There is a Quick Create feature, which simply means that we can create a place and/or section per Point, as such:

And then it associates that newly created Place/Section with the selected Point. Nothing fancy, just convenience.

That said, you will find that with a lot of the features implemented in StoryDev, you have probably worked out by now that this is developing to become a fully-fledged story creation software, and not just some random sketch out of a shared flat somewhere in St. British Land. Okay, maybe it is made from a shared flat somewhere in St. British Land, but the point is, is that StoryDev is a serious project and something that will be released some time in the near future (perhaps before the end of 2021).

Aside from the obvious ranting, there is nothing more to say (write?). This week's morale meeting is over. I mean this month's. Morale Meetings are always painful.

Developer at home, customer services at work. In my free-time, I enjoy writing and coding.