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I used to use this game engine called VERGE. Play around with that and see how it handles events, I really like it. It's open source too, so you can see how they implement it, here. Here's a brief description.

Each map has a variety of layers. The graphical layers, of which there may be several. The obstruction layer. And then there is the zone layer. The zone layer is what's important here.*

Each tile has a number to indicate which zone it is part of. Each zone can be activated in one two basic ways. Either the zone is activated upon the player entering it, or it has what's called adjacent activation. Adjacent activation means that when the player is standing adjacent to one of the zone's tiles and presses some key specified as the activation key, the zone is activated.

What happens when a zone is activated is it calls a function from a script. So you need to embed some kind of scripting language. VERGE has it's own language called VergeC, and it also allows lua. I myself prefer to use python.

Once you've gotten over this hurdle, you now have tremendous power in your event scripting. You have a full fledged programming language in which you can store and act on data like player stats, story flags, etc...

*There is also an Entity layer. Entities act like mobile adjacent activated zones.

I used to use this game engine called VERGE. Play around with that and see how it handles events, I really like it. It's open source too, so you can see how they implement it, here. Here's a brief description.

Each map has a variety of layers. The graphical layers, of which there may be several. The obstruction layer. And then there is the zone layer. The zone layer is what's important here.

Each tile has a number to indicate which zone it is part of. Each zone can be activated in one two basic ways. Either the zone is activated upon the player entering it, or it has what's called adjacent activation. Adjacent activation means that when the player is standing adjacent to one of the zone's tiles and presses some key specified as the activation key, the zone is activated.

What happens when a zone is activated is it calls a function from a script. So you need to embed some kind of scripting language. VERGE has it's own language called VergeC, and it also allows lua. I myself prefer to use python.

Once you've gotten over this hurdle, you now have tremendous power in your event scripting. You have a full fledged programming language in which you can store and act on data like player stats, story flags, etc...

I used to use this game engine called VERGE. Play around with that and see how it handles events, I really like it. It's open source too, so you can see how they implement it, here. Here's a brief description.

Each map has a variety of layers. The graphical layers, of which there may be several. The obstruction layer. And then there is the zone layer. The zone layer is what's important here.*

Each tile has a number to indicate which zone it is part of. Each zone can be activated in one two basic ways. Either the zone is activated upon the player entering it, or it has what's called adjacent activation. Adjacent activation means that when the player is standing adjacent to one of the zone's tiles and presses some key specified as the activation key, the zone is activated.

What happens when a zone is activated is it calls a function from a script. So you need to embed some kind of scripting language. VERGE has it's own language called VergeC, and it also allows lua. I myself prefer to use python.

Once you've gotten over this hurdle, you now have tremendous power in your event scripting. You have a full fledged programming language in which you can store and act on data like player stats, story flags, etc...

*There is also an Entity layer. Entities act like mobile adjacent activated zones.

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I used to use this game engine called VERGE. Play around with that and see how it handles events, I really like it. It's open source too, so you can see how they implement it, here. Here's a brief description.

Each map has a variety of layers. The graphical layers, of which there may be several. The obstruction layer. And then there is the zone layer. The zone layer is what's important here.

Each tile has a number to indicate which zone it is part of. Each zone can be activated in one two basic ways. Either the zone is activated upon the player entering it, or it has what's called adjacent activation. Adjacent activation means that when the player is standing adjacent to one of the zone's tiles and presses some key specified as the activation key, the zone is activated.

What happens when a zone is activated is it calls a function from a script. So you need to embed some kind of scripting language. VERGE has it's own language called VergeC, and it also allows lua. I myself prefer to use python.

Once you've gotten over this hurdle, you now have tremendous power in your event scripting. You have a full fledged programming language in which you can store and act on data like player stats, story flags, etc...