I'm trying to figure out a good way to implement dialogs (that is, talks, not UI's). My thoughts so far: I see a dialog as a tree of sentences (or better, a forest), so I think that XML is a good ...
I know most games store dialogue text in files, but I've also seen a few text-based games actually program the content (map, choices, possible player commands, story text) into the game code. I can ...
I have been having issues with managing a conversation tree. I am using PAWN as a scripting language (I have no other options, unfortunately) and I use MySQL databases to store user and game data. My ...
I like the complex, branching structure of games like visual novels and RPGs like Mass Effect. But I also like multiplayer cooperative games. So I thought, "What if there was a multiplayer dialog ...
I'm creating a single player web RPG. I was originally storing NPC dialog in a JS object. I could cycle through lengthy dialog in an array as I wanted. I can also store objects with K:V pairs. That ...
I'm building a game in C++ (using SDL) for a college project, I'm trying to figure out how to script events that happens when a player does something, or some time passes etc. I have a and idea of ...
I'd like to do some linguistic analysis. It doesn't matter if it's a AAA title or not; the requirement is only that it should be the complete transcript from the official game and that it's ...
How do dialog trees actually work? What is connected to what and how to move between lines of speech when a sub-conversation ends? If you have any examples of a basic dialog tree in C#, please post ...