Options

Options are how you navigate from one node to another. This can be thought of as the “options” a user can choose to progress the narrative. They may be presented as links within the narrative text or as separate buttons or controls the player clicks. Regardless of presentation the Ogham Storyteller understandings these as Options on the Node.

Anatomy of an Option #

Options consist of a few key components

ID Tag #

Every option has a unique tag, by default this is derived from the node it belongs to. for example the node MyCoolStory.Act1.SomeNode … might have an option MyCoolStory.Act1.SomeNode.Option1. Technically speaking any unique tag will work, but making it a child of its node is a good practice.

Target #

Options may indicate a target node, that is when this option is chosen what should the system navigate to. You can leave the target field blank, this indicates that the option leads no-where e.g. it ends the dialogue.

Conditions #

Conditions can be set on an option and will be used by the system to determine the availability of the option at the time of display. These are GameplayTag Conditions which test against the storyteller’s state. They can be used to filter options out based on game play conditions.

Operations #

Operations are GamplayTag Operations that are executed when this option is chosen. Operations effect the Storyteller state by settings, removing, adding, subtracting, etc. values to and from the state GameplayTags.

Rate This Article!