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 ...
That is, 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 them.
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 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 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'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 ...