RPGs need to have memories. Characters need to remember that they’ve been spoken to. Quests need to remember that their objectives have been ticked off. Incidental asides need to remember that they’ve already occurred. Enemies need to remember that they’ve been killed.
A lot of these cases are handled automatically by the appropriate subsystem. For example, Exon has a whole, discrete quest system that handles objectives, their completion states and how they show up in the Datavault.
But sometimes that’s not quite right. Sometimes, you just need a dangling Boolean flag that can be checked now and again.
Continue reading “Blog 827: Variables”