Hey guys this is my first guide, but I decided to finally do something about it. So lets just jump into it. First, you will need two (Or more) notifications and one zone for each notification.
what on earth are you doing?
Making a guide, duh! you need to make a negative message for when the player goes the wrong way you dimbulb!
Oh yeah! Thanks Mr. Narrator! you are welcome.
Just put a different message for what you want them to see
Oh and also, another cool thing, you can put a door that closes as well when the player enters the zone.
Cool thing 2
Set a prop that is not visible on game start. Then add a zone. Wire the zone with the prop to make it so that when the player enters the zone the prop is shown. And if ya want you can make it so that it shows when the player leaves the zone.
Criticism time!
We don’t really need the narrator because you can just literally explain how the game works in the game’s description or put a how to play button in the game.
Not only does the title already hint at you what you’re going to be experiencing
(ex: REALLY FUN HIDE AND SEEK GAME) but say I want the narrator to say 5 things.
With zones for each thing, that’s already 1 percent memory when one overlay when one popup and overlay can do the exact same thing FOR 225 MEMORY!
Same can be done with popups and overlays, you could have the book prop in game with a button near it and BAM! Story. Zones still cost 300 memory, no matter how you look at it.
Well, the narrator won’t be the only one in the game, plus there’s also the fact that descriptions exist once again. And emojis can make the popups fun too.
Ya you could do what you said but the player will just have to read a long paragraph again.
But in @JoJoBro s guide you could send the message after the player does a specific thing. (Sure you could use a button and make the player click the button once a certain action is done , but then the system would become manual and pressing so many buttons gets irritating sometimes)
One thing you could use to save memory instead of zones is triggers.
That’s pretty fair, however I’ma give a really quick counter point to not needing a narrator.
what if your games central mechanic is built around the narrator (for example games like Stanley parable) where the games story is built around the narator and comedic moments involving them. those games wouldn’t be exactly the same without the narrator, its not if you need the narrator, its if the game’s experience is improved because the narrator. hope that makes some sense
@gimkitnoobie was providing criticism. There is no need to get in an argument over it. That is their opinion (or really a fact because one way DOES save more memory). That being said, this argument could have been avoided if you hadn’t lashed back out.
Overall I would say this is a good guide and can be used for story driven narrator games. As Fleet said Stanley Parable[1], however this guys could be made better using triggers vice zones. Zones are ineffective usually due to the 64 limit AND the memory cost
As much as I respect your criticism I prefer the simpler methods and games where you have a narrator. I will stick with what I am familiar with, thank you.