Sly 2:Game state: Difference between revisions

Add gallery of Sly 2 DAGs
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{{Infobox game mechanic
|image=Sly 2 Palace DAG official.png
|caption=The official DAG for Sly 2 Episode 2
}}
 
The '''Gamegame state''' refers tois the current state of objectseverything in the the game world. It was the subject of a 2005 GDC presentation by Bruce Oberg, the Principal Engineer at Sucker Punch.<ref>[https://www.gdcvault.com/play/1020295/The-Picture-Worth-a-Thousand The Picture Worth a Thousand Bugs] - YouTube, 3 April 2021 (archived from a 2005 GDC conference)</ref>
 
== Tasks ==
The current game state is represented by a '''D'''irecteddirected '''A'''cyclicacyclic graph'''G'''raph, or ('''DAG'''), which is a data structure comprised of a directed graph with no cycles. Each node on the DAG is called a ''{{Sly 2|Task|task''}}. For example, <tt>t1_follow_dmitri_on_streets</tt> is the task of tailing Dimitri in the "Follow Dimitri" job (the prefix <tt>t1</tt> indicates that it is a task in Episode 1, and <tt>follow</tt> is the codename for the "Follow Dimitri" job).
 
=== Task States ===
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===State Forcing===
At all times, every task ''before'' an Available task must be Complete or Final. Additionally, every task ''after'' an Available task must be unavailable. It is possible to ''"force''" a task to a particular state, which propagates throughout the DAG to ensure those conditions are always met.
 
== Missions ==
Tasks are grouped into ''{{Sly 2|Mission|missions''}}, where each mission is typically onea particular job in the story. For instance, <tt>m1_follow</tt>{{check}} is the job "Follow Dmitri". The prefix <tt>m1</tt> indicates that it is a mission in Episode 1, and <tt>follow</tt> is the codename for the mission.
 
IfWhen athe task belongsmarked to a mission andas the ''"exit task''" infor thata mission is Completed, then all the tasks in that jobmission become Final.
 
== Checkpoints ==
Some tasks are "checkpoint tasks". A task is considered a ''checkpoint task'' if it has some checkpoint data associated with it, including a particular character and location in the game world. When a{{Sly 2|Checkpoint|checkpoint taskdata}}, becomeswhich Available that checkpoint is set as the ''latest'' checkpoint.includes
* the character to respawn as
* a location to spawn at
 
When a checkpoint task becomes Available, that checkpoint is set as the latest checkpoint.
== Rollbacks==
 
== Rollbacks ==
A rollback is when the game state rewinds to an earlier state (such as when the player dies). This is accomplished by:
* Resetting the world
* Placing the player at the latest checkpoint
* Forcing the checkpoint task to Available (which may result in the states of other tasks being updated)
 
== SeeGallery also==
The following are all DAGs for Sly 2. The DAG for Episode 2 is the official DAG as the developers would have seen it. The rest are reconstructed from data structures in the game's memory.
*[[Sly 1:GS]] - For the game state tracking system in {{Sly 1}}.
 
<gallery mode="nolines" widths=200px heights=200px>
File:Sly2 Intro DAG.png|Sly 2 Intro (Cairo)
File:Sly2 Ep1 Nightclub DAG.png|Sly 2 Ep 1 (Nightclub)
File:Sly 2 Palace DAG official.png|Sly 2 Ep 2 (Palace)
File:Sly2 Ep3 Temple DAG.png|Sly 2 Ep 3 (Temple)
File:Sly2 Ep4 Prison DAG.png|Sly 2 Ep 4 (Prison)
File:Sly2 Ep5 Castle DAG.png|Sly 2 Ep 5 (Castle)
File:Sly2 Ep6 Train DAG.png|Sly 2 Ep 6 (Train)
File:Sly2 Ep7 Sawmill DAG.png|Sly 2 Ep 7 (Sawmill)
File:Sly2 Ep8 Blimp DAG.png|Sly 2 Ep 8 (Blimp)
</gallery>
 
== See also ==
 
*[[DAGviz]] - A tool for viewing and editing the DAG in real time
*[[Sly 1:GS]] - For theThe game state tracking systemstruct in {{Sly 1}}.
 
==References==
<references />
 
{{Navbox Sly 2}}
 
[[Category:Game mechanics]]
[[Category:Game mechanics in Sly 2]]
[[Category:Game mechanics in Sly 3]]
 
{{Navbox Sly 2}}