Technical Animator living in Sofia.
Spend some of my free time crafting worlds of my own.
What's new
Node Hierarchy
One thing I like about Articy:Draft is the way to structure flows inside each other. You create a node in the flow graph and you can go inside that node to create a new flow within it.
It is possible to have similar behavior in IMSCreators using trigger nodes and adding an Asset Parameter where you select the script that will be contained.
As showed below. Create a first graph where you structure your quest or dialog in blocks. These blocks are trigger nodes (or could be speech nodes too), used to select the asset that is contained in them. Because IMSCreators displays the assets content you can open them and work your way down in the hierarchy. To return or go up, just close the current opened node.
This allows you to have a clean progression of your mission, quest, etc... while keep developing it's contents.
If your block container nodes need more information, you can use the Speech nodes instead and set asset fields for your quest and contained dialogs for example, but the principle stays the same. Using 'assets' let's you work in a hierarchical manner to organizer your game contents.