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else
// Subsequent times
{
Wilks:
I got nothing to say.
}
if(johnny_shooting == true)
// Talked to Johnny about shooting
{
Edwards: Your friend Johnny saw you with the body.
Wilks: That junkie ain't fingering me!
Edwards: It's not looking good, man.
// Wilks thinks, weighing his options
Wilks: Listen, all I saw was a guy in a leather jacket
running away. The woman was already dead.
// Leather jacket is key info
Edwards: Thanks.
wilks_johnny = true;
}
}
else
{
Wilks:
Get lost, will you?
}
The main part of the scene will play out, in one way or another, each time
the player interacts with Wilks until the two have talked about Johnny, at
which point the variable, wilks_johnny will be set. After that, the only
response is for Wilks to say 'Get lost, will you?' each time.
If the player has talked to Johnny before Wilks (setting the variable,
johnny_shooting) the two longer sections of dialogue will play one after
another, so they must work together as if constructed as one scene. However,
it could be that the player only triggers the first part if Johnny has not been
spoken to, so this also needs to stand on its own.The player then has to find
Johnny and talk to him in order to trigger the second part of the above scene
when interacting again, which means that the second of the longer sections
must also play out independently. Adjusting the first of Wilks's generic
responses and putting in an initial 'Hey, Wilks.' helps smooth any potential
awkwardness.
It may be that as a writer you are protected from such logic scripting and
that the design team will implement such logic into the game, but by being
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